Full strategy guide/FAQ for...
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Note: Forgive my crappy ASCII art.
Written by: Foxhound3857.
Version: 1.3.
Copyright 2005 Foxhound3857.
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***
1.0: Introduction.
***
-1.1: Disclaimer and legal junk.
-1.2: Version info.
***
2.0: Story.
***
***
3.0: Controls.
***
-3.1: Abilities.
-3.2: Surroundings.
-3.3: Doors and shutters.
-3.4: Power-ups.
-3.5: Beam combos.
-3.6: Damage values.
***
4.0: Full walkthrough.
***
-4.1: Space colony: Ceres station.
-4.2: Crateria and bombs.
-4.3: To the Varia suit.
-4.4: Exploration of Norfair.
-4.5: Item hunt.
-4.6: The wrecked ship.
-4.7: Maridia: The watery world of wonder.
-4.8: Lower Norfair: Rematch.
-4.9: Tourian: The legendary battle.
-4.9 1/2: Ending.
***
***
-5.0: Frequently asked questions. (FAQ.)
***
***
6.0: Secrets and glitches.
***
***
7.0: Bestiary.
***
***
8.0: Boss battles.
***
***
9.0: Expansion powerup checklist.
***
***
10.0: Credits and closing.
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{<>}1.0: Introduction.{<>}
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Hello everyone. It is I, Foxhound3857 (Chris Gutierrez.). Also known as
Zeeky H Bomb and Mr. Big Shoe. Welcome to my first solo strategy guide
for Super Metroid, the classic hit on the SNES system from 1994,
and my favorite game of all time. I'll be your humble narrator for the
duration of this guide.
Super Metroid first came out in 1994 for the SNES, and despite being one
of those short games that really wasn't worth the money at first, it was
one of those must have games, and later came to be one of the BEST games
on the system. Players take on the role of bounty hunter Samus Aran, the
very same from the first two installments. The story is a continuation
from Metroid 2, but more or lessfeels like Metroid 1, considering you
explore some VERY memorial areas in midgame.
Yeah, my sentence preparation has sucked so far, but don't worry, it
will get better. On with the guide.
WARNING: This guide contains MANY spoilers, so if your looking for a
spoiler-free guide, turn back NOW! You've been warned.
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{<>}1.1: Disclaimer and legal junk.{<>}
---------------------------------------------------------------------
This guide is copyrighted to Foxhound3857. The author does not assume
responsibility for misuse of this guide by any third-party users, and
does not grant mercy to anyone who neglects the partitions issued in
this section.
You may not distribute, edit, or copy my work in any way, shape, or form
for any reason whatsoever. I am not someone who tolerates plagarism, so
please don't do it. How would you feel if someone stole your hard work
and passed it on as their own? If you wish to use something within my
guide, at least give proper credit where expected.
Due to the extreme popularity of this game, I have made the following
exception to my usual abidings. All sites who wish to use this guide may
do so, provided that they abide by the rules I have set down. Please
email me at Tgutie5136@aol.com if you wish to use the guide on your
site, or contact me on AIM at ZeekyHBomb482. If you do so, and agree to
my rules, I will almost certainly grant you permission.
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{<>}1.2: Version info.{<>}
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VERSION 1.0 OCTOBER 14TH, 2005: The first issue of the guide. Contains
the full walkthrough and every other section marked as complete. Expect
future updates to make corrections as needed.
VERSION 1.1 OCTOBER 19TH, 2005: Well, yours truly is an arrogant grammar
whore, so I need to update this bad boy. Fixed some errors, grammar
mistakes, and a glitch that I forgot to add. Go figure.
VERSION 1.2 DECEMBER 31ST, 2005: I got an email from Corbin (Whose email
is foriamcorbin@hotmail.com) about a strategy for Phantoon which involves
the use of Super Missiles. Changed a couple of things as well.
VERSION 1.3 FEBUARY 13TH, 2006: I got an email from Jthmeffy explaining
an easier way to get the super-hidden missile pack in Maridia, so i'm
making a few additions to my guide and credits list. Fixed a few errors
as well.
VERSION 1.4 JULY 10TH, 2006: Email from Robert R. Stein detailing a new
strategy for Phantoon revolving around Super Missiles. Also fixed an
error on one of the missile expansion locations, so as not to confuse
people.
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{<>}2.0: Story.{<>}
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Note: The story is a continuation of Metroid 2, after Samus finds the
Metroid larva.
Samus, the metroid larva in her care, decided to turn it over to the
scientists at Ceres station to study it's energy producing qualities. She
later understood that the metroids energy-producing abilities could be
harnessed for the benefit of humanity. She left to seek a new bounty,
but had barely passed the asteroid belt when she picked up a distress
signal: Ceres station was under attack!
Samus high-tailed it back to the station to find it in shambles. The
place was trashed, the scientists dead, and worse, the metroid missing.
Samus eventually found the Metroid in a nearby room, just sitting in its
container. Ok, so if the metroid didn't cause this calamity, then who or
what did?
The answer becomes apparent to Samus. Out of the shadows, her arch
nemesis Ridley, the dragon monster from Metroid 1, appears, grasping the
metroid vial. Samus pounds Ridley with universal amounts of beam fire,
but she cannot complete the job. before long, Ridley flies off with the
metroid, and activates the self destruct sequence. Samus ditches the
station and follows Ridley back to known territory: Planet zebes. No
doubt this is the work of the Zebzarian Space Pirates. Armed with only
your power beam, you must investigate the planet once again, and search
for the missing metroid.
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{<>}3.0: Controls.{<>}
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********
Default settings.
********
Beam shot: X. (You can change this to Y, B, A, R, L, or Select.)
Jump: A (You can change this to B, Y, X, R, L, or Select.)
Dash: B (You can change this to Y, A, X, R, L, or Select.)
Item select: Select button (You can change this to A, Y, X, B, R, or L.)
Item cancel: X (You can change this to A, B, Y, R, L, or Select.)
Angle up: L (You can change this to R.)
Angle down: R (You can change this to L.)
********
Special options.
********
Icon cancel: Manual (You can change this to auto. I recommend manual, so
you can toggle off when you want to.)
Moon walk (Shot hold + < or >.): Off. (You can change this to on. I
recommend off. It gets in the way.)
---------------------------------------------------------------------
{<>}3.1: Abilities.{<>}
---------------------------------------------------------------------
***
Fire: Press the assigned button to fire your beam weapon. If you have the
charge beam, hold down this button to charge the beam. When you are
flashing, release the fire button to unleash a powerful blast of energy.
Your starting beam is really weak, so replace as soon as you can.
***
***
Jump: Press the assigned button to jump. If you are just standing, you
will do a standing jump. Not very useful. If you are running, you will do
a spinning jump, which gets you a bit more height, allows you to travel
much further, allows you to wall jump, makes you a smaller target,
lets you pseudo screw attack, and a handful of other crap.
Conclusion: Spin jump owns regular jump.
***
***
Dash: Hold down the assigned button to start running. If you lack the
speed booster, you will get a fixed amount of speed. Pretty decent. If
you have the speed booster, you will eventually reach hyper speed, where
you are moving RIDICULOUSLY fast. So fast that the screen can't keep up
with you. You'll also be able to break speed booster blocks, kill weak
enemies in your way, reach previously unreachable heights, and access
areas that were at the time unavailable.
***
***
Aim up: Hold down the assigned button to aim diagnolly up (I don't know
how to spell that word. Go figure.). Useful for hitting hard to reach
enemies, like Geemers and Ki-hunters.
***
***
Aim down: Hold down the assigned button to aim diagnolly down. Not as
useful as aiming up, because your enemies are usually above you, but
it's there if you need it.
***
***
Select item: Press the assigned button to select one of your secondary
items. You'll be doing this often with missiles and super missiles.
***
***
Item cancel: Press the assigned button to cancel the highlighted item.
Can be quick, but I just keep pressing the select button until nothing
is highlighted.
***
********
Special abilities.
********
These abilities are also available from the start of the game, or very
soon after when you get the first items.
***
Moonwalk: Press and hold the fire button until your charged, then hold
backwards. You will slowly walk backwards. More cosmetic then anything.
Note: You must have the moon walk option set to "On" in the special
settings menu.
***
***
Wall jump: Spin jump against a wall, then push away from it and jump
again. You should jump away from it and still be spinning. A skilled
player can wall jump dozens of times in a row.
Note: Becomes useless once you obtain the space jump.
Desincarnage says: Actually, wall-jumping is still faster for climbing
relatively clear shafts. You don't have any recovery time after the
jump, so you can do it without losing a few pixels. Saves time if your
on a speed run.
***
***
Bomb jump: Once you obtain the bombs, you can start bomb jumping. This
ability will allow you to get to unreachable areas early on.
To start, lay a bomb and get a feel for the detonation timing and how
high it sends you. Note that if you move even a pixel to the left or
right, the bomb will launch you the wrong way. DO NOT MOVE! Now, after
you lay a bomb, wait until JUST before it explodes, then lay another,
and the second explosion will repel you up. Keep repeating this, laying
a bomb RIGHT WHEN the previous one explodes to keep getting propelled up.
Sooner or later you'll get to heights never-before possible.
***
***
Double bomb jump: Do the same strategy, except at the peak of your jump,
lay another bomb. The previous bomb will bounce you into the upper bomb,
which will bounce you again. Make sure you lay another bomb when the
latest one explodes, and another at the peak of your jump, and keep doing
this until you get to the desired height. The timing is more difficult
with this.
***
***
Horizontal bomb jump: Man, I feel sorry for you. You are a great gamer
if you can do this. Ok, once you get to your desired height, lay another
bomb like normal, then move SLIGHTLY in the direction you want to go
towards. The bomb will propel you to the direction you moved in.
IMMEDIATELY after the bomb explodes, lay another one in the same spot,
then hold the OPPOSITE direction to go back to the bomb. You should JUST
make it back. Hold the direction you want to go in again. When the bomb
explodes, IMMEDIATELY lay another bomb, hold the opposite direction
again, and you should JUST make it back. Repeat said instructions.
If you can chain several of these together, you are worthy of the title
"Bomb-jump master".
Full credit goes to Kejardon for this form of bomb jumping.
***
***
Diagonal bomb jump: LOL. Don't look at me. I don't even know how to do
this. Very few people do. Sorry.
Kejardon says: This is basically just a mix of horizontal and double
bomb jumping. They're actually independant of each other. The hardest
thing about this type of bomb jump --besides the horizontal bomb jump
part-- is the fact that you have to be hovering to do it accurately.
Thus, the bombs laid in the double bomb jump have to be laid as late as
possible. If your ONE frame off, you will fall.
***
***
Hovering: This only works for verticle bomb jumping. Basically, all you
have to do is lay each bomb as late as possible, about 1 or 2 frames
before it would be too late. When you do this correctly, the bombs will
propel you in such a way that your not actually going up. Your just
floating there, even going down very slowly. You have to be accurate to
the frame here, or you will mess it up. Requires lots and LOTS of
practice.
***
***
Pseudo screw attack: Charge your beam then spin jump. You'll be flashing.
If you come into contact with an enemy, the enemy will sustain injury or
may even be destroyed. If the enemy is destroyed, you will receive no
damage. Also helps to avoid deflectable projectiles. Pseudo screw attack
a projectile to break it. Note that you'll lose your charge if you do
this.
Note: Each beam will increase your screw attack damage.
Kejardon says: Wrong. Pseudo screw attack remains a fixed 200 damage
regardless of what beam weapons you have equipped.
***
***
Bomb spread: Charge your beam, then morph into a ball. You will release
5 bombs in a balanced fashion. Useless.
***
***
Beam shield: Highlight your power bombs and equip your charge beam and
ONE other beam. Charge your beam, and after a couple of seconds, you
will get a shield effect that can hit multiple enemies. I'll go into
detail with each beam later, but it's pretty useless.
***
***
Shinespark: When you are in hyper speed, press down to store the charge.
Now, you have about 3 seconds to use it. Press jump and you will do an
AMAZING charge in midair, draining your energy, busting speed blocks,
soaring to amazing heights.
***
***
Horizontal shinespark: Same deal. Store the charge, hold left or right,
and jump. You will do a charge in the chosen direction.
***
***
Diagonal shinespark: Just as easy. Store the charge, hold the "Aim up"
button, and face left or right. Jump, and watch yourself go.
***
***
Crystal flash: This one is unknown because it's rarely used. You can
only use this when your at 49 energy or below (ALL Energy tanks must be
empty. Reserve tanks must be empty as well.), and you have at least 10
missiles, 10 super missiles, and 11 power bombs. Select your power
bombs. Morph into a ball and lay a power bomb, then hold L, R, fire
button and DOWN on the control pad. If you do it correctly, you will
absorb the blast, and a very cool animation will ensue, restoring your
energy to maximum (Not including reserve tanks.).
***
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{<>}3.2: Surroundings.{<>}
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Super Metroid has many interactive foregrounds that partially obstruct
your passage and vision of certain things. Pay attention to suspicious
areas.
***
Morph ball tunnels that are walled off: If you see a space for a morph
ball, but it is still part of the wall, it's likely that you can bomb it
and reveal a passage.
***
***
Ceilings that look suspicious: If you see that a ceiling or wall that
has something that could be broken, it's likely that its a secret
passage. Shoot or bomb it to find out.
***
***
Sandstone blocks: These can be broken with anything. Just shoot them.
***
***
Bendezium blocks: Only breakable by bombs, power bombs, speed booster
and screw attack.
***
***
Crumbling blocks: A block that crumbles the very second you stand on it.
Some of them reappear immediately. Annoying.
***
***
Power bomb blocks: Only breakable by power bombs.
***
***
Super missile blocks: Only breakable by super missiles.
***
***
Speed booster blocks: Only breakable by the speed booster.
***
***
Grappling beam blocks: Blocks that can be connected to with the grappling
beam to swing across gaps and such. Some enemies also have this trait.
***
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{<>}3.3: Doors and shutters.{<>}
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There are doors EVERYWHERE in the world of metroid. Most of them can be
shot open with anything, but some require missiles, or other things.
***
Automatic doors: You find these only in the space colony. Walk up to them
and they will open.
***
***
Blue doors: The most common door on planet Zebes. Shoot them with
anything to open them.
***
***
Red doors: A little bit more complex then your blue doors. Shoot them
with five missiles or one super missile to open them.
***
***
Green doors: A tough door that requires a super missile to open.
***
***
Yellow doors: Even tougher then green doors. May only be opened with a
power bomb.
***
***
Grey/Steel doors: These doors can't be opened by anything until they
are flashing blue. To make the door flash blue, you need to do something
that the game has set, such as clearing the enemies in a room or beating
a boss. If you cannot figure out how to open a certain metallic door,
it's likely that it doesn't open from that side. Find a way around.
***
***
Blue shutters: A shutter with a blue switch. Shoot it with anything to
open it. Unless you have the wave beam, you must be on the side of the
switch to open it or you won't be able to reach it.
***
***
Green shutters: Requires a super missile to open. Must be on the switch
side to open it. No exceptions.
Kejardon says: You can open a green shutter from the wrong side if the
switch is on the left side. Equip your super missiles, aim diagonally up,
and run towards the shutter. Jump towards the shutter (Hold the "Aim up"
button when you jump to aim your cannon.), and fire JUST before you
collide with the shutter. If you do it right, your missile will go
through the shutter and hit the switch.
This does not work if the switch is on the right side.
***
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{<>}3.4: Power ups.{<>}
---------------------------------------------------------------------
Along your journey, you will find many items to aid you. These can be
anything from a simple missile expansion, to a new beam upgrade, to a
new suit.
**********
Expansion powerups.
**********
***
Missile expansion: Increases your missile supply by 5. These are all over
the place.
Description: Missiles are one of your secondary weapons. They can be used
to open red doors or damage enemies. You need these to injure bosses
(Unless you have the charge beam.).
Total: 46.
***
***
Super missile expansion: Increases your super missile supply by 5. Less
common, but more appreciable.
Description: A much more powerful form of the super missile. It's
basically three missiles fused into one. Can open green AND red doors
and REALLY put a damper on a bosses day.
Total: 10.
***
***
Power bomb expansion: Increases your power bomb supply by 5. Also
uncommon, but what were you expecting?
Description: A beefed up form of the regular bomb. This will cause a
MASSIVE explosion that floods the entire screen (And beyond it.). Any
bendezium/power bomb/sandstone blocks in the way will be destroyed. Opens
yellow doors.
Total: 10.
***
***
Energy tank: Grants you an extra 100 units of energy, signified by an
orange block next to your energy counter. VERY useful. Seek these out as
you go.
Description: Gives you an extra 100 units of energy. When you obtain one,
it adds an orange block to your energy counter at the top. If you lose
100 energy, that block will turn grey and you will be reset to 99 energy,
now draining from your next tank (Or your natural pool of 99 energy.).
Try and collect them all.
Total: 14.
***
***
Reserve tank: These will allow you to store emergency energy incase your
energy gauge empties completely. They look just like an E-tank, but
without the E symbol on the tank. Rare, but valueable.
Description: When you obtain the first one, a transfer symbol will appear
next to your energy counter. At full energy, any energy pickups will be
stored in your reserve tanks, which will highlight this symbol yellow.
Each tank can store 100 energy, and if you lose all of your energy, these
will kick in and fill it up to whatever you have stored.
Note: For this to kick in when your energy is completely depleted, it
must be set on "Auto". "Manual" allows you to use it at will from the
equipment menu.
Total: 4.
**********
Misc powerups.
**********
Item name: Morph ball.
Found in: Brinstar: Craterian elevater room.
Required: Nothing.
Description: Allows you to morph into a ball, 1/3 the size. In ball form,
you can roll into narrow tunnels, bomb jump (Requires bombs.), jump
(Requires spring ball.), lay power bombs (Requires power bombs) and
mockball/speedball. A MUST for traveling to unexplored areas, and a
very handy item for dodging attacks.
Item name: Bombs.
Found in: Crateria: Chozo statue room.
Required: Morph ball. Defeat the chozo statue.
Description: Allows you to lay bombs while in morph ball form. These are
needed for the highly coveted bomb jump, as well as bombing the bendezium
blocks that obstruct your passage. You may also use bomb spread once you
get the charge beam. A must for getting around.
Item name: Spring ball.
Found in: Maridia: Room after the sanddigger.
Required: Grappling beam. Space jump OR good wall jumping skills. Power
bombs.
Description: Allows you to jump in morph ball form. Not as useful as
you'd think, but it does "somewhat" negate the need for bomb jumping.
You can miss it and be just fine.
Item name: Screw attack.
Found in: Lower Norfair: Room guarded by the golden chozo statue.
Required: Gravity suit. Space jump OR mad bomb jumping skills. Defeat
the golden chozo statue.
Description: Oh hell yes! You've struck gold when you come across this.
This negates the need for pseudo screw attacking, it's now automatic.
Just about ANY enemy you spin jump into will be instantly destroyed
WITHOUT your charge being lost. With space jump, you can do this forever
and be practically invincible. Also allows you to break Bendezium blocks.
A VERY powerful item indeed.
**********
Beam upgrades.
**********
Item name: Power beam.
Found in: Default beam.
Required: Nothing. (Unless you don't know how to fire. Giggety.)
Description: A peashooter piece of ****. Very weak damage per shot, and
a low coverage. It will do early on, but your going to want to replace it
fast. It can fire fast, but thats it.
Item name: Charge beam.
Found in: Brinstar: Bottom of the pink room.
Required: Bombs.
Description: Allows you to charge your beam for a more powerful shot.
Increases the damage by 3x. A necessity for damaging bosses without
missiles.
Item name: Spazer beam. (AKA: Wide beam.)
Found in: Brinstar: Secret gap above second red room leading to Norfair,
right next to the left door.
Required: Hi-jump OR wall jumping.
Description: A great powerup to obtain. This fires three wide-angled
lasers that does 2x the damage of the power beam. Charged up is a fairly
strong weapon. Your main beam for 2/3rds of the game.
Note: Due to the nature of the beam, it cannot be used in conjunction
with the Plasma beam.
Item name: Ice beam.
Found in: Norfair: Hidden room past the automatic shutters.
Required: Speed booster OR mockball technique.
Description: A useful if somewhat annoying powerup. This will add a
freezing effect to your beam, freezing enemies on the last hit before
their death. This will allow you to use them as platforms, or simply
stall them for something else. This beam also increases beam damage by
50%, so it is useful in boss fights.
Item name: Wave beam.
Found in: Norfair: Room near Speed booster.
Required: Grappling beam OR speed booster with high jumps OR good wall
jumping ability.
Description: A damn useful powerup to have. Equipped, it gives your beams
a hypersonic kinetic wave ability, allowing it to pass through walls. You
can hit several enemies at once with this beam. Furthermore, because it
passes through solid objects, you can open shutters from the wrong side.
FURTHERMORE, this beam increases your total beam damage by 100%! Keep it
equipped at all times.
Item name: Plasma beam.
Found in: Maridia: Metal door in dry area of Maridia, after you defeat
Draygon.
Required: Space jump OR good bomb jumping skills.
Description: The grand-daddy of beam weapons. This will add a 200% damage
modifier to your beam as well as give it a penetrating ability. Your beam
can now go through just about EVERY enemy it hits, save bosses. Charged
with the other beam weapons, it's more powerful then even a super missile.
Note: Due to the nature of this beam, it cannot be used in conjunction
with the Spazer (Wide.) beam.
**********
Suit upgrades.
**********
Item name: Power suit.
Found in: Default suit.
Required: Nothing.
Description: Your basic green suit. Does little more then cover your
half-naked body. Replace ASAP.
Item name: Varia suit.
Found in: Kraids lair: Defeat Kraid.
Required: Hi-jump boots OR precise wall jumping skills. Defeat Kraid.
Description: A necessity for exploring Norfair. This suit makes you
highly resistant to superheated atmospheres, which inhabit most of
Norfair. Meaning? You can now explore each room without fear of gradual
damage. In addition, your damage intake from all creatures is cut by 50%,
and your suit is given a nice bulky look with a red gleam and orby
shoulderpads. A must for exploration.
Item name: Gravity suit.
Found in: Wrecked ship: Defeat Phantoom.
Required: Grappling beam OR running jumps.
Description: A necessity for underwater exploration. This suits allows
100% freedom of movement underwater or other materials (Lava or acid.).
It also grants you complete immunity to lava (But not to acid.), and
cuts your damage intake by 75%. It gives your suit a purpleish gleam,
with the same bulky texture. A truly great item.
**********
Boot equipment.
**********
Item name: Hi-jump boots.
Found in: Norfair: Room to the left of Brinstar elevater.
Required: Missiles.
Description: These boots allow you to jump nearly twice as high.
Although unnecessary, they do save you the trouble of having to do wall
jumps to get to high areas. They will save you a lot of work.
Item name: Speed booster.
Found in: Norfair: Green bubble room above area leading to Wave beam.
Required: Nothing.
Description: Allows you to reach hyper-speed when running, which allows
you to destroy smaller enemies and break speed booster blocks. In
addition, if you press down during the hyper-run, you can store the
charge for a few seconds, and then use it to shinespark in the chosen
direction. A must have for getting around.
Item name: Space jump.
Found in: Maridia: Room behind Draygon's room.
Required: Nothing.
Description: An item with weird astrophysics behind it. This allows you
to go into a superspin with each jump, enabling an infinite amount of
spin jumps in midair. As long as you don't lose the spin, you can keep
jumping. Negates the use of bombs (You don't need to bomb jump anymore.),
and as long as you continue jumping, your screw attack will stay active.
A truly great item.
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{<>}3.5: Beam combos.{<>}
---------------------------------------------------------------------
I'm not suprised if you don't know what this is, they're pretty useless.
Anyway, to do a beam combo, you need to equip the charge beam and ONE
other beam. It doesn't matter which one, as long as it's ONLY that
beam (Besides the charge beam.). Highlight your power bombs, then charge
your beam. In a second, you will use up one power bomb to activate the
beam combo. The combo you get depends on the beam your using.
Ice beam combo: Ice spreader.
Description: Four charged ice bolts will circle around Samus. You can
run into an enemy with this to freeze them in place, then the other
three bolts will tear it up. Relatively weak.
Damage: 90 per ice bolt.
Wave beam combo: Wavebuster.
Description: Four wave bolts will criss-cross you in a very complex
pattern. Quantom physics are involved with this, I suspect. Not very
useful unless you know how to aim each bolt, but very cool looking.
Damage: 150 per wave bolt.
Spazer beam combo: Spazer shower.
Description: Two spazer bolts will surround you, circle down, then up
through the top of the screen and rain down laser sparks. Pretty useless.
Damage: 120 per spazer bolt.
Plasma beam combo: Plasma spiral. (Flamethrower sounded stupid. This
only applies to people who have played Metroid Prime.)
Description: Four pulsing plasma bolts will spiral around you, first
outwards, then inwards, then outwards one last time before dissipating.
Quite useful if you can aim in properly.
Damage: 450 per plasma bolt.
---------------------------------------------------------------------
{<>}3.6: Damage values (Dedicated to Kejardon.).{<>}
---------------------------------------------------------------------
Apparently, my old damage values were off completely. Kejardon found the
true values. Major thanks to him.
0. Normal beam : 20
1. Wave beam : 50
2. Ice beam : 30
3. Ice/Wave beam : 60
4. Spazer beam : 40
5. Wave/Spazer beam : 70
6. Ice/Spazer beam : 60
7. Wave/Ice/Spazer beam : 100
8. Plasma beam : 150
9. Wave/Plasma beam / Speed Echoes : 250 / 4,096
10. Ice/Plasma beam : 200 (This one fires unusually fast.)
11. Wave/Ice/Plasma beam : 300
12. Missiles : 100
13. Super Missiles : 300
14. Bombs / Space/Time Beam : 60 / 90 per 1/3 of second
15. Power Bombs : 200, can hit twice
16. Speed Running : 500 a frame
17. Super Jump : 150 a frame
18. Screw Attack : 2,000 a frame
19. ALL Charge beams / Hyper Beam / Special Beams / Murder Beam :
3x beam combo / 1000 / 300 (90 for ice) / 200
20. Psuedo Screw Attack : 200
21. Unknown
Bosses also have a set amount of Hit points (HP.). I'll get to that in
the main walkthrough.
______________________________________________________________________
#### ##### ##### ####### ##### ### ## #: # #
# # # # # # # ### #: # #
#### ##### # # # # # # ### #: #######
# # # # # # # # ###: #
#### ##### ##### # ##### ### # ##: #
______________________________________________________________________
---------------------------------------------------------------------
{<>}4.0: Full walkthrough.{<>}
---------------------------------------------------------------------
NOTE: Before you read any further, realize that this will not be a
spoiler-free walkthrough. I will be as detailed as I can, showing you
the location of all missile, super missile, power bomb, energy tank, and
reserve tank expansions. Also, I will be outlining the story of the game,
so the player has a sense of purpose and is not confused as to the basis
of the game.
Before your actual game begins, you get the following message.
"THE LAST METROID IS IN CAPTIVITY. THE GALAXY IS AT PEACE."
The dialogue then switches over yours truly, Samus Aran, who briefs you
on her incidents up to date.
-----------------------------------
[Entry by: Samus Aran.]
-----------------------------------
"I first battled the Metroids on planet Zebes. It was there that I
foiled the plans of the Space Pirate leader, Mother Brain, to use the
creatures to attack galactic civilization..."
(Game switches to a picture of Samus defeating mother brain.)
"I next fought the Metroids on their homeworld, SR388. I completely
eradicated them, except for a larva which, after hatching, followed me
like a confused child..."
(Game switches to a cutscene of Samus leading the Metroid larva.)
"I personally delivered it to the galactic research station at Ceres so
scientists could study it's energy-producing qualities..."
(Game switches to a picture of Samus handing over the Metroid larva to a
scientist.)
"The scientists findings were astounding! They discovered that the
powers of the Metroid might be harnessed for the good of civilization!"
(Game switches to a team of scientists studying the Metroid.)
"Satisfied that all was well, I left the station to seek a new bounty
to hunt. But, I had hardly gone beyond the asteroid belt when I picked up
a distress signal!"
"Ceres station was under attack!!"
(Game switches to a cutscene of Samus entering the Space colony.)
---------------------------------------------------------------------
{<>}4.1: Space colony: Ceres station.{<>}
---------------------------------------------------------------------
"Samus takes the elevater down to the research section without delay.
The auxillary backup systems have gone online. The main power system must
have been disabled. Investigate and locate the Metroid."
As soon as the elevator stops you take control of Samus. Try to take the
elevater back up, but you'll find that it's no longer functional. It
wouldn't be right if you tried to leave early, now would it?
Take this time to get accustomed to the controls of the game (How you
set them will determine this.), and to test out some of your natural
abilities. Press the fire button to fire your power beam. It's VERY weak
right now, but it will do for the first few areas. Press the jump button
to jump. You'll notice that if you stand still, it's just a normal jump,
but if your running it's a spin jump. Spin jumping is so much more
useful, it allows you to dodge enemies more easily, travel further,
reach higher ledges, and wall jump. Make use of it on your journey.
Test out the wall jump if you wish. Totally unnecessary here, but it's
there if you want to mess around. See how many you can do before messing
up. To wall jump, spin jump against the wall, then press the OPPOSITE
direction of the wall, then the jump button. Do not press the buttons at
the same time or you will likely mess up.
Eventually, you'll want to make your way to the bottom, where you'll
find a door. This is an automatic door, and you'll only find them in
this introductary level. You don't need to shoot them. Just walk up and
they will automatically open. Proceed into the next room.
You'll go down some stairs and see a platform in the middle. Just jump
over this. Now would actually be a good time to test the running spin
jump. Press and hold the dash button to run towards the platform, then
jump before you run into it. You should do an impressive spinning jump
over it, and land on the other side. Or just walk onto it. Proceed into
the next room.
The stairway. I find it weird that there are no doors near each stairway,
but whatever. Not everyone is as acrobatic as Samus you know. Jump to
the bottom and proceed into the next room.
Ah, crap. The research station. Take a look around if you want. You'll
see the dead scientists lying on the floor. Poor scientists...although
you'll notice that they're ripped apart, not an aspect of the Metroid.
Something else did this. You'll also notice that the Metroid is missing.
Damn! Proceed into the next room, which is just a hallway. Run to the
end, and into the next room.
What the hell? The Metroid is just lying there, and whats more, it's
still in it's glass vial. Go back to the door to find that it's locked.
Ok, now i'm CERTAIN that the Metroid isn't the culprit. So, who attacked
the base?
The answer becomes apparent. Ridley, the dragon from Metroid 1, appears
from the shadows, clinging on to the Metroid. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Ridley. Power beam: 20. %
%Hit points: 2000. %
% %
%Attacks. %
%Fireball: 3. %
%Body: 5. %
%Tail: 15. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, the tail does a large amount of damage, so try to avoid
contact with it.
There ae two ways to fight this battle.
*******************
*The fighters way.*
*******************
Shoot ridley like crazy, dodging his attacks. Stay on the left side of
the door when your attacking him, don't ever go on the floor. If he
shoots fireballs, jump over them. Very simple. If he decides to ram you,
wall jump as fast as you can, and try to stay up there until he backs
off. You'll more then likely get hit though. If he makes a circular swoop
at you, jump to avoid the tail swing.
20 x 100 = 2000 HP. You need to shoot him 100 times with your power
beam. He will gradually change colors as you do so, from a pale brown,
to a faint red, to a very bright red. Once you've taken him to 1HP, he
will accidentally drop the Metroid. Don't go over to it though, he will
come back down to get it, then take his leave.
****************
*The wimps way.*
****************
Run to the right corner of the room and crouch. Try to get hit by his
tail deliberately. At 29 energy, he will fly off.
-------------------------
Whatever way you choose to fight this battle, eventually Ridley will fly
off, Metroid in hand. The self destruct sequence will activate now. You
have one minute to high-tail it back to the elevater. The door is now
unlocked. Rush through. Run toward the end of the hallway, and through
the research section.
Things get a bit tricky here. Back at the stairway, ruptures from the
attack and self-destruct sequence have caused steam leaks all over the
place. Contact with a steam burst will stun you for a minute. You won't
take damage, but these will delay you in getting to your ship. Time each
burst, then jump up and run into the next area.
Steam and debris are all over the place. Ignore them. Get a running jump
over the platform again and run through the door. Your back in the
elevator shaft. The door now blows up behind you, sealing you in. You
must get to the top of the shaft. If you wall jump off the right wall,
you can save time, but it's better to do it the right way. Jump to the
left side platform, time each steam burst, and jump to the next platform.
Don't forget about the steam bursts on the elevator platform. Once you
reach the elevator, the timer will stop.
"Samus escapes just as the station is blown to oblivion. She notices that
Ridley flew off to planet Zebes, home of the space pirates. Great. Samus
has no choice but to follow Ridley down to the planet surface. It's
Metroid 1 all over again...or is it?"
---------------------------------------------------------------------
{<>}4.2: Crateria and bombs.{<>}
---------------------------------------------------------------------
"Samus docks on the surface of Crateria. The rain pelts on Samus's power
suit as she exits the ship. Time to see whats going on inside."
Take note that your ship will act as a "super" save point. That is, it
not only acts as a save point, but as a weapons and energy recharger as
well. It will restore ALL your missiles/super missiles/power bombs, and
ALL of your energy tanks, including your reserve tanks! Treasure this
spot.
This is a pretty big area, but you'll find that you cannot explore it
much. The right side is blocked by bendezium blocks, which can only be
destroyed once you have bombs. You can wall jump over the cliff, but the
passage is blocked by a green door, which can't be opened unless you have
a super missile. Remember, to wall jump, spin jump aaginst a wall, then
press the opposite direction and jump, Don't press the two at the same
time or you'll likely mess it up. We'll be coming through here later,
but for now just head to the left, into the blue door. Remember, you
can open these with anything.
All is quiet for the moment. You'll notice a few narrow tunnels, but you
cannot traverse those yet. For now, head to the left and drop down
the gap. Ignore all the doors you come across and head through the
blue door on the floor.
Remember this room, Metroid fans? That's right. This is the old Tourain
escape shaft, the one you used to escape the planet last time.
Apparently, it's long been dormant since then. Fall down the right side
until you land on a small ledge, then drop down again to reach the floor.
Go through the blue door on the right.
An even more memorable room then the previous one. This is the very room
where you battled the Mother brain in Metroid 1. Your standing on the
remains of her glass container. Awesome. The door has turned metal behind
you. Strange...anyway, proceed to the right and go through the blue door.
Take the elevator down to Brinstar.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
We won't be here very long, but do you recognize this room? It's very
similar to the Brinstar that you explored in Metroid 1. This just gets
more and more memorable. Go to the left, jump over the obstruction, and
claim the "MORPH BALL" (Called the "MARU MARI" in Japan.). Now we can
morph into a ball and traverse narrow tunnels. Neat. To morph ball,
press down twice, once to crouch, and then once to morph. After you grab
this object, the camera will activate in the top-left corner. What could
it mean...anyway, shoot the block under the obstruction and roll right
through it. Now go right and into the blue door.
The floor platforms are made of sandstone. Shoot them and drop down, then
notice the passage on your left. We have the morph ball, so morph and
roll through. Go through the blue door. Shoot the sphere in the Chozo
statues hand to claim the "MISSILES" (5.), a very nifty weapon that can
injure bosses, as well as open red doors.
Speaking of red doors, theres one just outside of the missile room. Go
back up the small shaft and shoot five missiles at the door to open it.
In here, run all the way to the right until you get stopped by an
obstruction. No problem. Morph and roll through to the other side to find
another pack of "MISSILES" (10.). Theres another camera here...something
is going on. Now head back to the elevator and take it up to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
That's odd. Did the power suddenly turn on? In either case, go through
the door on the left, back into mother brains room. The place DID
come alive, and whats more, you confirm your suspicions. This was indeed
the work of the Zebzarian Space Pirates. These pirates are really weak,
so blast them with your power beam. You need to do this to make the metal
door flash blue. Once it starts flashing, go through, back to the escape
shaft.
The pirates have invaded this area as well. Shoop them as you make your
way to the top, leaping from platform to platform. Eventually you'll
reach the top. Go through the door on the ceiling.
We're back to this place. If you need to use a save point, theres one
through the blue door that can only be reached with the morph ball. Save
if you want, then climb back out of the gap and go right. Now we can
go into those tunnels. The right side is blocked by bendezium, so take
the left side and drop straight down. Go through the blue door on the
right.
Theres a whole bunch of mini-reo's in this room, but ignore them for a
minute. Run to the end of the room, where you'll find a red door. Again,
blast it open with five missiles. After you do this, go back to the
moths and shoot them for energy and missile pickups. We will need these
in a moment. When you have 99 energy and 10 missiles, go back through
the door you just opened.
Strange. The door stays open when you enter the room. Oh well. Shoot the
marble in the Chozo statues hand for the highly-coveted "BOMBS". Oh yes.
Now we can break bendezium blocks AND bomb-jump. It's time to jump for
joy.
Now go back through the...hey! The door just sealed behind us. Metal?
Worse, the Chozo statue suddenly comes to life. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Torizo. Power beam: 20. %
%Hit points: 800. Missiles: 100. %
% %
%Attacks. %
%Slash: 10. %
%Energy wave: 10. %
%Body: 8. %
%Bombs: 8. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
An easy boss, actually. If you took my advice, you should have a full 10
missiles, which is all we need. All you need to do is jump up and shoot
at his weak spot, the chest plate. Put a half-second delay between each
missile, or some of them won't register.
At 460 damage (5 missiles.), the chest plate will be blown apart.
Nothing changes here. At 720 damage, his face will be blown off, and he
will gain a 200% speed boost. Eliminate him quickly with a few shots.
To dodge the bombs, just shoot them. They sometimes leave energy and
missile pickups. To dodge the energy waves, wait until you see the waves
trajectory. If it's aimed high, morph into a ball to duck it. If it's
aimed low, jump over it. As for dodging the slash and body contact,
don't count on it. Even if you wall jump, you'll more then likely get
hit anyway.
If your only using the power beam, go all out. Aim up and fire, or just
jump and fire. After 23 hits, his chest plate will be blown off. Keep
firing. His face will blow off at 36 hits. 4 more beam shots will do it.
If you use missiles, it only takes 8 of them. His face won't get to
phase 3. He will just die on the 8th hit.
-------------------------
After he dies, the door will flash, indicating that it's unlocked.
Collect the leftover weapon/energy pickups and go through the door.
Go back to the main room. Now that we have bombs, we can use the right
tunnel to get back up, since the left tunnel is too high for us (Unless
your a master at wall jumping.). Jump up and morph into a ball, then
press the fire button to lay a bomb. Lay one next to each of the blocks
obstructing the passage to blow it away. These blocks regenerate, so
roll through swiftly. Once your back up, head to the left to drop down
the gap again. Ignore the blue door on the left, but go into the blue
door across from the red door. BTW, if your curious about whats behind
the red door, don't worry. It's just a map station, and if your using
this guide you shouldn't need a map.
In here, morph and roll through the tunnel, bombing each block, until you
come out on the other side. Go through the door. Shoot the marble in the
Chozo's hand for a pack of "MISSILES" (15.). Back in the tunnel room,
instead of bombing all the blocks again, simply bomb jump once on the
left side of the tunnel and hold right. You should go through a secret
tunnel and come out on the other end.
One more item to get before we move on. Back in the main room, head all
the way back to the old tourain shaft. In the old Mother Brain room, bomb
the floor of her old life support system (Glass container.) to reveal a
tunnel. Keep bombing your way through to a well-hidden pack of
"MISSILES" (20.)! Now head alllllllllll the way back to the main Crateria
room.
On the left side of the gap is a wall of bendezium blocks. Bomb them and
go through the blue door behind them. Run down the slope of this room
to the door at the end. Don't worry if the enemies hit you, just keep
running. At the end is your first "ENERGY TANK" (1.)! You now have 199
units of energy, as signified by the shiny orange block next to your
energy counter. Now proceed through the door.
Equip your missiles and fire one at each of the space pirates. If your
out of missiles, use bombs. Your power beam is useless against them.
After they're all dead, go through the blue door on the left. If you
have leftover missiles, go ahead and open the red door now, but we won't
be coming back for a LOOOOOOOOOOOOOOOOOOOONNNNNNNNGGGGGGGGG long time.
This room is similar to the room that held the energy tank, although it
has no slope. Avoid contact with the silver geemers, and kill the
parasite sacs by blasting it rapidly with beam shots. If your energy and
missiles are full, just jump over them. At the end, go through the door.
---------------------------------------------------------------------
{<>}4.3: To the Varia suit.{<>}
---------------------------------------------------------------------
Before going down the elevator, you should have.
<Expansion.>
199 units of energy.
20 missiles.
<Misc.>
Morph ball.
Bombs.
When you have all this, go down the elevator to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Dig that cool music. Anyway, this room has 5 different paths to explore,
and a 6th path that we cannot access yet. All of the doors in this room
ar red, so whip out those missiles. The top left door leads to a map
station. Don't bother with it. Go in the top right room.
We'll be coming back a bit later, but for now, run across the bridge-like
platform. Fall down in the middle and collect the pack of "MISSILES"
(25.). Exit the way you came in.
Moving further down, the middle left door leads to a save station. If you
need to use it, go ahead. The bottom left door leads to a missile
recharge station. Again, your call. Go through the bottom right door.
Aside from geemer-slugs, you'll want to take caution in sniping the
Mothula's. They can do a fair amount of damage with each bash, and they
are hard to nail sometimes. Go slowly. When you come to the bendezium
wall (You'll know it when you see it.), bomb your way through and start
running. You'll duck uner some metal Shriekbats, similar to the ones
in crateria (Without the metal.). Go through the door.
Welcome to the "pink" room. We'll be coming back now and then. Right now,
go all the way to the right and drop down. Be careful of Mothulas (And
possibly Hoppers.), and make your way to the bottom to find another pack
of "MISSILES" (30.), then bomb the nearby suspicious blocks in the
obstruction. Roll through and shoot the marble in the Chozo statues hand
to claim the "CHARGE BEAM"! Now you can charge your beam for a blast
thats 3x more powerful then a normal shot, and capable of injuring a
boss. Starting now, your regular beam shots won't injure any bosses. You
must charge your beam or use missiles.
Make the climb back to the top, and when you get to where you were, keep
going up, being cautious about the hoppers and Mothulas about. You'll
reach the top of the room eventually. If you need to use a save point,
take the secret morph ball tunnel on the left ledge. You can't miss it.
Restock your missiles/energy and head to the right. Use five missiles on
the red door and head through.
Ki-hunters are insect-like hunters that fly. It takes 6 power beam shots
to kill one, or one missile. They are weak to charged shots, so that will
also kill them in one hit. Be careful of the swoop, don't aim the wrong
way. Once you kill all three, the door at the end will flash. Open it
and jump in.
Boss battle.
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Spore spawn. Charged power beam: 120 %
%Hit points: 960. Missiles: 100. %
% %
%Attacks. %
%Spore: 4. %
%Body: 12. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Spore spawn is weak to the charged beam. It will do 2x
it's normal damage in this battle. (It normally deals 60 damage.) Still,
Missiles are faster.
To avoid the spores, simply shoot them. They sometimes leave energy and
missile pickups behind. To dodge the actual boss, simply morph ball and
stay in a corner.
When the boss exposes his core, that is your cue to attack. If your using
the charge beam, you can only get in one shot, and since you don't have
time to recharge it, you must make it count. If your using missiles, you
can sometimes land two or even three missiles while the core is closing
up.
After about 550-600 damage, Spore spawn will get a lot faster, and leave
less time to attack. Once he starts going ape****, stay rolled in the
corner until he opens up, then take a shot. Keep this up until he dies.
It will take either 8 charged shots or 10 missiles.
-------------------------
After the battle, collect the leftover energy/missile pickups on top of
the hardened spore. Jump again to reach the incline above. From here,
spin jump to each platform until you reach the top. Go through the blue
door.
In here, run all the way to the end and jump on the dormant pipe.
Crumbling blocks? Good old Metroid for you. In either case, you will drop
down a LONG shaft. At the bottom, shoot the marble in the Chozo statues
hand for your first pack of "SUPER MISSILES" (5.)! With these, you can
now open green doors and shutters, which will become much more common
now. These also do 3x as much damage as a regular missile, which makes
them BEAUTIFUL in boss battles. They are capable of defeating some
enemies that you've currently found inpenetrable. Now head left through
the door.
If you need to refill your supplies, do so on the infinitely-regenerating
enemies in this room. Now is the time to test the missiles. Go left to
encounter your first green door. Blow it open with a super missile, and
witness it's anger as it shakes the very ground you stand on. It even
drops a few geemer slugs that were hiding in the ceiling. Head through
the newly-opened door.
Here, notice the tunnel to your left. Equip your super missiles and fire
at the block obstructing the tunnel. Now roll through and bomb the blocks
at the end. Bingo. Were back in the pink room. We'll have more to do
later, but for now, head to the bottom, back to the obstruction that
hid the tunnel to the charge beam. Jump on top of the obstruction and
bounce (Just lay a bomb to do so.) into the tunnel leading to the other
side. Blow the door open with a super missile, and head on through.
This room is a big room with pipes on just about every wall. Out of
these pipes come flying geemers (I just love the word geemer. Expect much
more use of it.), you can kill them for refills if you need. Anyway, head
right and down the platforms. If you jump up at the first pipe, you will
notice an orange door. This door actually leads back to the room with the
Maru mari (Morph ball.), however, we cannot reach it yet. Even if you
somehow could, it's an orange door, which means you need a power bomb
to open it. Oh well.
Moving on, keep going down the platforms until you come to a pipe HIGH up
on the wall. Normally, you'd have to wait until you have the hi-jump
boots, but if your willing to get them now, wall jump off the right wall
and land inside the pipe. You only need to wall jump once, unless you
mess around. Roll through the pipe and claim another pack of "MISSILES"
(35.). Yay. Keep going down the platforms until you come to a blue
shutter. Shoot the blue button with anything to open it, then kill the
hoppers on the other side. Go through the door here.
Note: Once you go through this door, you won't be able to open the
shutter behind you for a while, so grab whatever you can before moving
on.
In this room, you will have to run across the "n00b" bridge. It is called
the n00b bridge because many players have trouble crossing this bridge.
The reason? A lot of the players are unaware that there is a "dash"
button, which gives you the speed to run across without falling through.
Luckily, I made sure that the dash button is known to you, so hold it
down and run across the bridge, being sure NOT to jump (The spikes do
60 damage.). After your across, kill the cactoids if you need a refill
on super missiles, then blow open the green door and go through.
Well...this is certainly a change of scenery. The lush backgrounds and
up-beat music is now replaced by depressing music and a red-energy type
bckground, almost like a reactor. The entire shaft is red and drylike.
In anycase, drop down the platforms until you come to a dead end...yeah
right. Shoot the floor to reveal a passage (Don't shoot the right block,
or a hornoad will latch on to you. If this happens, use bombs to kill
it.) and drop down ALL the way to the bottom (You may get hit by a
ripper.). If you wish, blow open the left door with a super missile to
find an energy recharge station...you might need it. Either way, go
through the right door.
Water. With our current suit, water severely limits our movement, so
getting in it is a bad idea. From your platform, run and jump to the
pillar over the water. Kill the shriekbats and jump to the door at the
end. Go through.
Fasgothedarkone says: If your wearing the Hi-jump boots when you go
through this place, you'll usually jump too high and hit your head on
the ceiling, causing you to fall in the water. If you time your jump
perfectly you can make it, but it's usually better to turn off the
Hi-jump for this room, at least until you get the Gravity suit.
Now, you can get this next item now, or later. If your not good with wall
jumping, i'd wait till we have the hi-jump boots, which is actually VERY
soon from now. For those who can't wait however.
Shoot the block above you (You'll know which one.), then go a little to
the right. Spin jump to the left and wall jump up into the space. One
more. Run left from the tiny incline and wall jump to the ledge above.
Here, bomb the first block in your way, then kneel and SHOOT the second
block. Do not bomb it or you will break a bendezium block below you and
fall back down to the main area. Once the blocks are destroyed, roll
through and blast the door with a super missile. Go inside, and shoot
the marble in the Chozo statues hand for the "SPAZER BEAM" (Wide beam.).
This weapon deals twice as much damage as the power beam, and covers a
much wider area. A GREAT weapon that will be used for the next 2/3 of
the game.
Back in the main area, CAREFULLY jump over the yapping maw, or simply
destroy it with a super missile. Kill the cactoid and jump over the next
yapping maw, then go through the door. Run through each hallway until
you come to an elevator.
Note: Incase your wondering about the glass tube, yes, there is
explorable area beyond it. However, we cannot access it without a power
bomb, so don't worry about it yet. Even if you could open it, you still
lack the suit data necessary to explore underwater.
Take the elevator down to...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
"Norfair, the depths of the planet itself. Riddled with lava, acid, and
many demon-like monstrocities, Norfair is definitely a place you wan't
to tread with caution. Maybe we can find the Ceres station destructor
here..."
Much of Norfair is heated to an unbearable temperature. With our current
suit data, it's not possible to explore Norfair without risk of gradual
damage, so don't try. We won't be here for long (At least not right now.)
and if you enter any superheated areas, turn back IMMEDIATELY!
In this room, kill the magma geemers that are crawling on the platforms.
There are 6 doors in this room, but i'm going to tell you right now. DO
NOT GO THROUGH ANY OF THE DOORS ON THE RIGHT SIDE! They all lead to
superheated areas that we cannot explore safely yet.
The green door at the top left leads to another beam upgrade, but thats
also in a superheated area, so forget it. Getting it now requires a
glitch anyway. And of course, you can't even open the yellow door yet.
Make your way to the bottom-left door, which is red. Blast it open and
go through. In this room, collect the blatantly-obvious "ENERGY TANK"
(2.)in the middle of the room. Walk left to find a couple of crumbling
blocks that don't regenerate. Follow the space revealed into a tunnel,
and go through the blue door.
Ah. Theres a Chozo statue on the other side with a marble in it's hand.
Aim up and shoot the top wall layer that divides the room, then jump
through and shoot the marble for the "HI-JUMP BOOTS"! We can jump nearly
twice as high now, and we have less need for the wall jump. Sweet!
Test out the Hi-jump boots by jumping out of the room. If you don't have
them equipped, you will need to wall jump through the space. Back
outside, follow the magma geemers to the top, where you will find a
tunnel. Roll through and grab the pack of "MISSILES" (40.). Kill all
of the geemers to unlock the metal door (The one you came through from
the elevator.). Head back up the shaft and take the elevator to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
In the elevator room, look at the right wall. Do those blocks seem
aligned suspiciously to you? Arm your super missiles and blast one of
them. A block? Bounce into the now-exposed tunnel to find that it's
actually a big room leading to some sort of "dungeon". With the new
Hi-jump boots we can reach the ledge and proceed into the door.
Note: If you didn't get it yet, go get the Spazer beam NOW! It will make
the next section a lot easier!
%%%%%%%%%%%%%%%%%%%%%%
%<>Kraid's hideout.<>%
%%%%%%%%%%%%%%%%%%%%%%
Seems innocent at first. Kill the geemers and shoot the floor closest to
the door. Drop through, ignore the metal door on the left, but bomb
the tunnel and go through to the other side. Shoot the door in the
ceiling and jump in.
4 Ki-hunters inhabit the room, test your new Spazer beam on them. It
only takes half as many shots as the power beam, and because it covers
such a wide area your much less likely to miss.
When they're all dead, find a crack in the floor and shoot it to reveal
a passage. Before going down, if you need to use a save point, bomb
the little gap in the floor on the right and roll through. Go through
the door and save, then head back and go into the passage.
In this room, you'll encounter the same space pirates that your power
beam couldn't injure in Crateria. Not true for the spazer. Blast them
3 times with the spazer, or just use a missile on each one. Run ALL the
way to the right, bearing the spines that are being launched at you, and
blast the Mini-Kraid with a super missile. Get the refill pickups and go
through the door.
Shoot the block on the ceiling to reveal a passage. Jump up and blast
the green door to find an energy AND missile reloading station. Use them
now. Back outside, go down to the main room and jump across the hornets
and spikes until you come across a dead body. Seems that another bounty
hunter came here looking for a hunt. I wonder...could it be...Millers C?
(Just kidding. Millers C is immortal.)
At the end, you'll come across a weird door. When you approach it, an
eyelid opens and begins to pelt you with energy spheres. Equip your
missiles and blast the eye just as it opens. Three missiles will blow
the covering away, revealing a blue door. Go back and restock if you need
to, then go through the door.
HEY! What the hell? The door locked behind us. Not again...well, we
can't jump across this pit, so what now? Well, i'm sure you'll think of
something. I'm just gonna go get a ham sandwhich and...WHAT THE HELL IS
THAT THING!? It's big and green and ugly. Is it the green manalishi!?
Whatever it is, it busts out of the ground with it's head alone. Boss
battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Kraid. Charged spazer beam: 120 %
%Hit points: 1000. Missiles: 100. %
%One of the four guardians. Super missiles: 300. %
% %
%Attacks. %
%Claw boomerang: 10. %
%Rail spine: 10. %
%Body: 20. %
%Spikes: 16. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Arg, this thing is HUGE! How do you fight something this big? That's
right, you find a weak spot and hit that. Shoot Kraid in the eyes and
they will flash for a second. After that, his mouth will open. Well,
what are you waiting for? Shove a super missile down his throat.
With one shot, Kraid will pull the rest of his body from the ground. Now
the true fight begins.
Most of the ceiling has crumbled away, save for a few spaced out sections
that will serve as platforms. Get on these platforms, jump up and shoot
Kraid in the eyes, then jump again and launch a Super missile right into
his mouth.
His attacks: To dodge the claw boomerang, just shoot it. It sometimes
leaves energy/missile pickups behind. To dodge the rail spine (It shoots
from one of his two belly buttons.), just jump over it. You won't take
damage as long as you don't touch the sharp end. As for kraid, don't get
TOO close to him, but close enough to land some shots.
If you run out of super missiles, switch to charged spazer shots. They
deal more damage then missiles at this point. Shoot him once with an
uncharged shot, then charge it, jump up, and fire. Due to the wide arc
of this weapon, your aim must be precise. Aim a little bit high just to
make sure.
It will take either 4 super missiles, 10 missiles, or 9 charged spazer
shots.
Also, incase you were wondering what I meant by "one of the four
guardians", don't worry about it right now. It won't make sense until
WAYYYYYYYYY later.
-------------------------
After the glorious battle, Kraid will sink into the floor once more. He
might not be dead, but at least he won't bother you for the rest of this
game. Collect the leftover energy/missile pickups, then run all the way
to the right and enter the flashing door.
A pedastel with a marble is in the center of the room. Shoot in and claim
the "VARIA SUIT"! WOOHOO! This suit grants heat-resistant data to your
old suit, allowing you to safely explore superheated areas. We can now
explore Norfair! AND, as a side effect, damage intake by all enemies is
cut by 50%. This virtually doubles the amount of energy you have.
Once you claim the item, you will notice it's effects immediately. The
energy will fuse into your body, giving you a really bulky look with an
orange gleam. Exit the room, run all the way left, and go through the
now-flashing door.
Backtrack through this room, back through the room with the Mini-Kraid
(Kill it if you need super missiles.), back to the brinstar-section of
the passage.
On your way out, you'll notice the metal door you ignored earlier is now
flashing. Go inside and start laying bombs to kill the Hornoads. Once
they're all dead, shoot the ceiling to find another "ENERGY TANK" (3.)!
Now exit the dungeon altogether.
Go back to the block wall and blast it with a super missile, then bounce
through.
---------------------------------------------------------------------
{<>}4.4: Exploration of Norfair.{<>}
---------------------------------------------------------------------
At the elevator, check your supplies. You should have...
<Expansion.>
399 units of energy. (3 energy tanks.)
40 missiles.
5 super missiles.
<Beam.>
Charge beam.
Spazer beam.
<Suit.>
Varia suit.
<Misc.>
Morphing ball.
Bombs.
<Boot.>
Hi-jump boots.
When your ready, take the elevator to...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Remember when I said to avoid the right sided doors because of the heated
areas? Well, you now have the Varia suit so forget all that. Go through
the first door on the right.
Kill the geemers that get in your way, and carefully pick off the spiked
hoppers. They are more dangerous then their Brinstar counterparts.
Continue to the right, climb the ledges at the end, and blast the red
door.
In this room, carefully pick off the Pincers. They're like Mothulas, but
more dangerous. Jump over the first gap and second gap, but drop down
into the third. In the lava pool down there is a well-hidden pack of
"MISSILES" (45.). Bomb around to find it. Then jump out of the gap and
keep going right, to the green door. Blast it and head through.
This room will quickly fill with lava, which we are still susceptable to,
so run and jump the platforms to the end, ignoring the squeepts,
geemers, and lava dragons. Quickly head through the door.
This room, for all intents and purposes, is now known as the "bubble"
room. Don't ask me how the bubbles can support our weight. That is one
of the worlds greatest mysteries. Anyway, head all the way to the right
and shoot out the floor. Drop through each gap, then jump over the
spikes to the left and claim a pack of "MISSILES" (50.). Jump back out
and go left, then stop in the middle. Bomb the middle tile in the gap to
reveal a passage. Go through it, bombing the various tiles and geemers
until you reach the bottom. Ignore the door on the left and go through
the door on the floor.
In this shaft, keep dropping down the platforms, ignoring the door on
the right (Unless you need to restock.), until you reach the bottom.
Shoot the door on the right and go inside.
Magdollites and red violas in this room. Kill the violas but ignore the
magdollites. If you shoot the magma they throw, it will sometimes leave
refills behind. Go through the door at the end. In this shaft, go
through the door straight across from you. The door at the bottom leads
to the lake into Lower Norfair, but we lack the equipment to get there
at the moment. Besides, the door is yellow, and we don't have power bombs
yet.
In this room, lava will slowly rise from the floor. It stops at a certain
height, so don't bother with it. Jump over each platform, carefully
avoiding the debris of the floor volcanos, then morph ball and roll
through the tunnel. At the opposite shaft, shoot the ceilings to reveal
passages. Jump through each one, ignoring the wall huggers, and go
through the door at the top.
Here, morph ball and roll onto the ripper platform that boosts by. Stay
in ball form until you pass the three spike pillars, then unroll and
jump onto the pillar. Carefully jump from pillar to pillar, being
careful of the spikes (Which now do only 30 damage, thank god.) and the
automatic shutter. When you get to the end, morph ball again and drop
onto the next ripper. This ripper is weak, however, and will sink into
the lava if you stay on it for too long, so make sure you get off as soon
as you get to the end. Go through the door here.
You're in another shaft now, with bouncing red violas and magma dragons
popping up from the floor. Make you're way up, carefully picking off the
violas and dragons. Ignore the first blue door on the right, but go into
the red door you come across, also on the right.
In here, carefully jump from each platform, until you get to the third
one. STOP HERE! Wait until this platforms descends, then when it stops,
make your jump to the platform above. If you don't wait, you'll likely
hit your head, fall down, and have to try again. Once on the ledge,
blast open the shutter and collect the pack of "MISSILES" (55.). Now,
you have a choice.
If you're good at wall-jumping, you can get a helpful item now. If not,
wait until you get the speed booster, which will be VERY shortly. For
those who want the item now, jump into the pit to the right, which is
FULL of spikes. Yes, the ones that do 30 damage each. Be careful of
the spikes in the middle, for they are fake and will deposit you into
the tunnel below. Now, you need to wall-jump up to the ledge above.
The jump has to be precise, not too high or you'll hit your head on the
incline, and not too low or you won't even reach it. Once you jump
correctly, blast open the red door and shoot the Chozo statues marble for
the "WAVE BEAM"! Now, not only is you're beam able to pierce through
solid objects (Which makes it easier to kill enemies behind walls, and
allows us to open blue shutters from the wrong side.), but this adds a
100% modifier to you're beam damage. Thats right, you're spazer beam is
now 2x as powerful. W00tage.
Now, exit the room and drop down to the fake spikes. Kill the parasite
nests if you need refills (And you will.), then go left and exit the
room. Back in the shaft, climb all the way to the top and go through
the left door.
We're back in the bubble room, in the top right corner. DO NOT fall off
of this area by being stupid and going to the left, or you will have
to go through those rooms again. Climb up and blast the green door on the
right.
In this room, kill the shriekbats (Called Skrees.), then blast the right
side of the ceiling to reveal a passage. Jump through, blast the red
door here (Or was it green?), and go through.
In here, run all the way to the right. Hold down the run button the
entire time so you won't fall into the crumbling block pits. Don't bother
with the enemies, just run. At the end, shoot the ceiling for a pack of
"MISSILES" (60.), then blast the red door and go in.
Shoot the Chozo statues marble for the "SPEED BOOSTER". With this, if
you hold down the run button, you will eventually reach "hyper speed"
during a run, provided that you have enough room. During this phase,
you're moving so fast that the screen can barely keep up with you. You
can actually see your sprites following to keep up with you. Weak enemies
will be instantly killed by this, and you can break speed booster blocks,
as well as shinespark. Wonderful. As soon as you claim the item, the room
fills with lava. Exit immediately!
This room is also filling with lava really fast. Waste no time. Hold the
dash button and run all the way left. Soon, you will reach hyper speed
and outrun the lava. Cool. The lava will stop before it reaches the door.
Go through.
Now, drop down the bubble room and go through the bomb tunnel in the
middle again. This time, however, ignore the door in the floor and take
the one on the left.
Go left, jump over the gap and go through the door on the left. In this
room, hold dash and run all the way left. You will go into hyper-speed
and break through a bunch of speed booster blocks and Hornoads. Go
through the door here.
We're back in the elevator shaft. Climb up the shaft and stop at the
green door. Time to see whats going on inside. Blast it with a super
missile then run inside.
Inside the room, keep going left and holding the dash button. You need
to do a hyper-run under the shutter, or they will close before you reach
them. Thats why we ignored this room, because getting across it was
impossible (Unless you used the mockball glitch. Check the "abilities"
section for more information.) without the speed booster. Go through the
door at the end.
In here, jump on the rippers and make your away across the room. Go in
the door here to be in a verticle shaft. On the left side, climb up each
platform, being careful not to get hit by the wall huggers, until you
reach the top. Go to the door on the right, but shoot the floor under it
to reveal a passage. Drop then, hugging the right wall to land on an
incline. Morph ball, roll left, and hug the right side again to roll into
the passages. Do so until you find the one that actually goes somewhere.
At the end of this passage, go through the door.
Shoot the chozo statues marble for the "ICE BEAM"! Now we're able to
freeze enemies and use them as platforms, which will be very useful for
getting around certain areas, including the one we must head to very
soon. In addition, this beam adds a 50% damage modifier to you're current
setup, so bask in the awe of more damage. It gives you're beam a cool
blue shading, with diamond-dust tracers following the beam. We now have
a full beam combo, which is very powerful.
Back outside of the room, morph ball and fall back down to the bottom of
the shaft, then climb all the way up again and take the door on the
right.
In this room, there are three boyons on the floor. Walk up to the
first one, and freeze it at the peak of it's bounce. Then jump on to it
and freeze the next one at the same height. Jump on to it, and freeze the
last one at the peak of it's height, which will allow you to roll through
to the other side. Freeze the ripper for a platform and jump to the door.
Go through it.
Back in this room, you will fall through some crumbling blocks and stop
in the duct above the shutters. Roll right, ignoring the geemer that hits
you, and fall down the crumbling block at the very end. Go back into
the elevator shaft.
Now, backtrack to the bubble room. You do know where it's at, right?
Take the top right door and follow it through each room to the bubble
room. In here, we'd normally need the grappling beam to access the green
door, but the Ice beam works just as well. Freeze one of the wavers and
use it as a platform to reach the green door. Blast it open and head
through.
In here, kill the pincer and grab the pack of "MISSILES" (65.), then
shoot the left corner of the floor to cause a shutter to rise. Aim at
the upper-left corner of the wall to reveal a passage. Use the shutter
to elevate yourself with the opening and roll through. Go in the door.
Here, pick off the geemers (And freeze the dragons if you
want.), and CAREFULLY jump from platform to platform. At the end, jump
onto the ledge to claim your first "RESERVE TANK" (1.). These will allow
you to store emergency energy, incase all of your current energy is
depleted. You can obtain four of these for a total of 400 reserve energy.
Before leaving, shoot the platform closest to the reserve tank to find a
pack of "MISSILES" (70.). You'll probably fall into the lava as you get
this one.
Now backtrack to the elevator shaft, and take the elevator to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Man, feels good to get out if there, if only for a short time. Go left,
through all of the tunnels, until you get to the room with yapping
maws. You should be able to cross this room easily with the ice beam.
Just freeze the maws and they won't give you any grief. For the water
room, you shouldn't have any trouble. On the way back, though, it may
help to deequip the Hi-jump boots, since the ceiling may give you
trouble. Only for that room though.
Back in the huge shaft, it's time to utilize that ice beam again. Freeze
each ripper and use it as a platform to get back to ground level. Once at
the top, shoot out the floor, being careful not to release the hornoad,
and get back up to the door that leads to the upbeat section of Brinstar.
Ignore it and jump up to the incline above you. You weren't able to reach
this before unless you pulled a wall jump. Keep jumping until you find
rippers. Freeze each one and use them as platforms to reach the top.
Shoot the block that tries to obstruct your passage and go into the door.
In this room, carefully jump from platform to platform and pick off the
geemer-slugs (Called Zeelas.) and hornets. DO NOT fall into the
manflowers, they do small damage, but take up time and cause you to hit
spikes usually. Take it slow, and go through the door at the end.
We're in an elevator shaft leading back to Crateria. Shoot the floor here
to reveal a path. Follow it down to find some worm cocoons. Kill the
worms, then blast the green door at the bottom. Enter.
In this room, recognize that music? Something is in here. Freeze each
of the goobouncers (Called Boyons.) and use them as stepping stones to
safely cross the pit of spikes and manflowers. At the end is a chozo
statue holding a marble. Blast it for your first pack of "POWER BOMBS"
(5).! WOOHOO! We can blow away benzedium from long distances, break
power bomb blocks, and open orange doors. Use a power bomb right now.
Witness it's destructive power as it demolishes the wall behind the chozo
statue. Go beyond the statue to find a pack of "MISSILES" (75.). Exit
this room the way you came in.
Back in the shaft, shoot and climb to ground level again, then continue
climbing. The blue door on the right leads to a save point. Use it if you
wish. Continue climing until you see the elevator. Theres a green door on
the left wall. Blast it and head inside.
Three large hoppers are in this room, which are more dangerous then the
smaller ones. Still, they are no match for the raw power of your current
beam combo. Blast them to dust, then check out the room. The ceiling is
full of spikes, so don't jump too high. At the left end of the room,
you'll notice a particular manflower. This one doesn't have a yapping
maw inside of it. Lay a power bomb here to collapse the floor, and
jump into this particular manflower. It's not a manflower at all! You'll
fall into a little compartment with another pack of "POWER BOMBS" (10.).
Exit the way you came in, being careful about the platforms, now that
you blew the floor away. (Notice that the door was metal?)
No, we're not taking the elevator up yet. Go back down the shaft to the
door that led you here. It's orange. Lay a power bomb to open it. Take
the path back to the main shaft and get you're ass back to...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Once your back in Norfair, go through the first door on the left, the
one that leads to the Ice beam. Run past the shutters with your speed
booster, then stop. Notice the power bomb blocks under you? Use a
power bomb here (Duh.) to blow away the blocks. Jump into the gap.
Kill all of the magflies and spiked hoppers, then go up to the door at
the end of the path. Now listen carefully.
As soon as you enter the room (Do so SLOWLY or you'll fall down.), shoot
the left wall to uncover a well-hidden pack of missiles. While the
missiles are uncovered, jump onto the platform below you. Be VERY careful
of the platform your currently standing on though, as most of it is
crumbling blocks. Jump from as close to the door as you can. Now it gets
even harder. The platform your jumping to is ALSO a set of crumbling
blocks, so you'll likely fall through. If you do, jump your way to the
top again. What you have to do is perfectly time a jump to leap off of
the blocks before the crumble, which is immediately after contact. If
you time it right, you will jump off the ledge as it crumbles. Hold left
while the missiles are still exposed to get "MISSILES" (80.). Phew. Now
drop down to the bottom, killing the lava geemers (Called Sovas.) along
the way. Go through the door on the right.
Start running all the way to the right to get into a hyper-run. You will
bust through a bunch of space pirates/multiviolas and blocks until you
end up in a verticle shaft, with a green door on the bottom. Blow open
the door and prepare. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Crocomire. Charged Spazer/Ice/Wave: Two steps. %
%Hit points: Hit counter. Missiles: One step. %
% Super missiles: Three steps. %
%Attacks. Power bombs: PISS HIM OFF! %
%Slash: 20. %
%Fireballs: 10. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Crocomire doesn't have a set amount of HP, he merely
takes a step back every time something damaging hits him. This is the
key to winning the battle.
First off, DO NOT USE POWER BOMBS IN THIS FIGHT! They make Crocomire very
angry, signified by him charging you and practically running you over.
Power bombs = very bad idea.
I suggest missiles here. They're fast and accurate. Charged shots are
tricky to aim in this battle, so don't use them unless you've already
got one charged. Super missiles should be used when you have a clean
shot.
Attacks: To dodge the fireballs, get back and shoot them. They sometimes
leave refills. Be sure to get some space because the fireballs have a
half second of invulnerability. Your shots will negate in midair. As for
the claw slash, just don't get near him. Simple.
When he opens his mouth, let a missile fly right down his throat. Keep
doing this whenever he opens his mouth. Once he gets onto the weak area
of ground, switch to super missiles. A few of those should send him
back far at this point.
Eventually, you will herd him onto the bridge, which will collapse under
his own weight. He will fall into the acid and begin to melt, which is
actually a pretty cool scene. Eventually, he will sink down for good.
-------------------------
You'll see a few air bubbles float by you in the acid. What the...follow
it all the way to the left, where the screen will stop scrolling at the
spike wall. The area will begin to shake. Within a few seconds,
Crocomires skeleton breaks through the spike wall for a last desperate
attack, only to collapse at your very feet. Now the room is free of
obstructions. Collect the leftover refills and go left, carefully
jumping over each pillar to get to the door. The acid is about three
times as lethal as lava, so avoiding contact with it is a much higher
priority. Go through the door on the left.
Drop down to the bottom of this room and use the enemies to refill your
energy and weapons. If you need to save (You probably should.), go
through the door to the far right for a save point. Afterwords, go to
the left and into the door on the floor (I'm getting better at rhymes.).
Ignore the door on the left and drop down the right side. That's right,
alllllll the way down here. Don't worry, we won't be down here for very
long. Once you finally hit a platform, blow open the red door on the
right and go through. Follow the room to the right, being careful not
to touch the acid. Watch out for the metal shriekbats up the first ramp.
Once you reach the obstruction, roll under it and jump each platform
carefully to reach a pack of "MISSILES" (85.). Head back outside to the
shaft and drop through the door on the floor.
In here, use a power bomb to blow away all of the debris, then kill the
Fire fleas on the left. Once they're dead, we need to obtain a tricky
missile pack. Run all the way to the right, then all the way to the left
to break the speed booster blocks. While your running to the left, JUST
before you fall off the ramp, press down to store a hyper-speed charge.
We'll be doing this a bit more later on. Right now, with the charge
stored, go into the acid (DO NOT PRESS JUMP YET!), to the spot between
the ramp and the first platform. Press jump at this point and you will
do an impressive shinespark to the top of the room, bashing your head
on the ceiling. This type of jump drains energy, so make sure you have
energy to spare before attempting this. Anyway, at the top, hold right to
access a pack of "MISSILES" (90.), then go back to the start of the room.
Start a hyper-run to the rap again, but this time jump at the last
second, and you will do a REALLY high spinning jump to the left and land
on a ledge above. Go through the door here.
Shoot the Chozo statues marble to claim the "GRAPPLING BEAM"! This
nifty item will allow you to swing across gaps and such using grappling
blocks and certain enemies. It has to be equipped like missiles, since
it's a secondary item. It may also be used as an instant-kill weapon,
but it works against few enemies. Beam in hand, climb to the top of the
shaft and equip the grappling beam. Face right, hold "Aim up" and fire
the grappling beam to cling to the grappling block above. Hold the fire
button and press down to extend the beam, giving you the most swinging
room. Press left and right as you pull back in that direction to get a
swing going, then when you have the speed you want, let go of the fire
button in the direction you want to go, and you will swing over to that
side. Test this now, and swing over to the door on the right. Go through.
In this room, you will be testing your swinging abilities. Below you is a
pit of water. If you fall in, you will have to climb out and try again.
Same deal as last time. Go up to the grappling blocks, press "Aim up",
and fire the beam to latch onto the blocks above you. Press down to
extend the beam to the distance you want, then start swinging to the
right. When you have the speed you want, let go as you swing to the right
side and you will land on the ledge. Go through the door.
Another verticle shaft. Freeze the wall huggers and jump up the shaft to
the floating platform. A little bit more tricky. Jump straight up, aim
up, and at the peak of your jump fire the grappling beam. You should just
barely latch on to the block above you. Pull yourself up and swing over
to the door.
In the next room, you have to pass one more grappling beam test: Multiple
beam jumps. After you swing across, you must latch on to another block in
mid-air. The first set is easy, just grapple on to the block and swing
across. The second set of blocks is longer and requires two beam jumps.
Latch on to the leftmost block, then when your ready to swing, do so and
aim straight up, and fire the beam again. With any luck you should grab
another block. Now your close enough to swing over. Open the shutter and
go through the door.
Note: If you fall into either water pit, you must climb up. These pits
also have enemies, so watch out.
Back in this shaft, shoot the ceiling door and jump in. Now, use the
sensor platform to get back up to the blue door. Turn around and spot
the ripper flying back and forth. Time your jump and grapple beam the
ripper, then swing to the left to land on another ledge. Blast open the
red door (Or green door. My meomory is mush.) and claim another pack of
"POWER BOMBS" (15.). Now go back to the other side and through the blue
door.
Back in Crocomires room, go all the way right, ignoring the door in the
ceiling, to the area where Crocomire fell into the acid. See the
grappling blocks above? This is a bit tricky. You need to grapple beam
jump all the way to the right end. Take it slow and if you fall into the
acid, quickly jump up and regrapple the block directly above you. At the
end, swing across to the ledge and grab an "ENERGY TANK" (4.). Now swing
all the way back across the gap and go into the door on the ceiling.
Back in this room, climb all the way to the top, and go through the door
on the left. Jump up to the top of this room, being careful of the
pincer, and get ready to grapple across the room. It's about the same
length as the gap in Crocomires room, but it's facing left, and if you
mess up, you will have to start over. Carefully swing across and claim a
pack of "MISSILES" (95.), then open the green shutter with a super missile
and go through the door. Your back in the elevator shaft now. Climb all
the way up and take the elevator up to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Ah, FINALLY we're done with Norfair. We won't be coming back for a while,
so rest easy.
Back in the main red shaft, climb up until you get to the area with the
hidden hornoad. See the large block on the left? Lay a power bomb to blow
it away (It's actually 9 power bomb blocks that form a shape.), as well
as the yellow door behind it. Head through.
This is a long room, aligned with many spikes and grappling blocks.
There are fire fleas scattered on this side of the room. These keep the
room from becoming dark and unseeable, so DO NOT destroy these. Freeze
them and jump over them. When you come to the grappling blocks, beam jump
across, being careful of the wavers and yapping maws, until you reach the
red door at the end. If you fall into the spike pit at the end, jump out
and grapple onto a block IMMEDIATELY. Anyway, blast the door with a super
missile and go through.
Inside, you can see a shutter half-hidden. Jump onto the platform and lay
a bomb. The shutter will rise, lifting you up to the tunnel. Roll
through and shoot the Chozo statues marble to lay hands on the somewhat
useless "X-RAY SCOPE". This is your 5th and final secondary item. When
equipped, pressing the dash button will allow you to scan your field of
vision for hidden paths and obstructions. Not very useful, but if your
ever confused...
Use it right now to see the hidden path behind the Chozo statue. Bomb
the top of the pipe and bounce inside, following the path until you
come to a dead end. Wrong. Lay another bomb to raise a hidden shutter,
then roll right and fall through the crumbling blocks. Exit the way you
came in.
Grapple across the room again, being extra careful around the wavers and
yapping maws. Back in the main shaft, you already know how to get to the
Craterian elevator shaft, but i'll tell you again. Climb to the top of
this shaft using the rippers as platforms. Go in the door, carefully go
to the other side, and Voila. Your back in the shaft. Climb to the top
and take the elevator to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Man, we haven't been here in a LONG long time. Blow away the yellow door
with a power bomb and jump inside.
Here, climb to the top, being careful to avoid the blue Scisors (They
do a lot of damage if you touch them.), until you come to a dead end.
Shoot the ceiling and jump to the top. Kill all of the Ki-hunters, then
go through the blue door on the left. Run through the tunnels to get back
outside.
Either start a hyper-run or bomb the section of bendezium to get back to
your ship. Restock and save here.
---------------------------------------------------------------------
{<>}4.5: Item hunt.{<>}
---------------------------------------------------------------------
Before we move on to the next area, lets utilize some of our new items
and abilities to find some more helpful items. It would do us a lot of
good to get some more energy tanks and super missiles. 5 super missiles
isn't exactly something to fear.
To the left of your ship is a little mountain. Move to the right and
start a hyper-run to the left, then store the charge as soon as you get
on that mountain. Face right, aim up, and press jump. You will do an
impressive diagonal shinespark up to the top-right corner of the room,
and land on a ledge. Blow the yellow door open with a power bomb and go
inside.
This room has a stronger version of the magma dragons (Known as Alcoons.)
in it. Treat them like their weaker counterparts: Blast them with your
ice beam. Make your way to the right, carefully avoiding the acid, and
claim a pack of "POWER BOMBS" (20.). Exit the way you came in.
From the door, run left and get a hyper-run going, then jump at the end
of the ledge. You will spin jump all the way to the other side of the
room, and possibly break part of the cliff. If you do, great. If not,
find the weak spot and lay a power bomb near it, then jump in. Blow away
the blocks until you come to a blue door. Go inside.
Acid and yapping maws infest this room. Arm your power bombs and lay one
near each block-wall barrier. The bomb will blow the entire wall away,
allowing you to keep going. Follow the explosion until you come to more
block walls, and blow those up as well. If the yapping maws start to
annoy you, freeze them or kill them with a super missile. Eventually,
you'll reach a door. Go through.
An "ENERGY TANK" (5.) is right in front of you. Joy. Lay another power
bomb (Or regular bombs if your out.) on the floor near the Chozo statue,
wait for the acid to recede, then follow the path and get on the
platform quickly. Jump across the platforms, carefully avoiding the
spikes, until you come to a metallic area. After the acid recedes, jump
from pillar to pillar until you come to a dead end. The path is blocked
by double-sided spikes. Not quite. Lay a power bomb to blow that section
away. Jump through, and follow the path to a door (Watch out for the
zebbo's and yapping maw.). Go inside.
Immediately fire your beam to clear a path. Jump and fire again to give
yourself more space. Now, the middle of the floor is a double-sided
crumbling block section. Position your jump so that you land on both
of them at once, and thus break through both sides. As your descending,
aim down and shoot the walls on either side to claim two packs of
"MISSILES" (100.) (105.). If you miss one, follow the path back to the
above room and try again.
We're back in the room leading to Brinstar. Destroy each space pirate
until you reach the bottom. Remember that door I told you to ignore?
Keep ignoring it. We're still not going in there for a LONG time. Go
through the left door. Go through the corridor and take the elevator
down to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Back in Brinstar, go through the first door on the right. Last time we
were here, we only came in this room for a missile expansion. Now, jump
onto the bridge and run all the way right. The speed booster will allow
you to pass the shutters. Blast the red door and go into the next room.
Shoot the marble in the Chozo statues hand for a "RESERVE TANK" (2.),
then roll into the tunnel under the statue to find a pack of "MISSILES"
(110.). Not done yet. Bomb the wall next to the missile pedastel three
times to find another pack of "MISSILES" (115.). We now have half of the
missile expansions. Exit the room the way you came in.
As you can see, the shutters are still closed. No problem. Shoot the
ceiling above the door to reveal a path. Jump up and follow it left,
sniping the wavers and hoppers to find a MUCH need pack of "SUPER
MISSILES" (10.). It's been a long time since we saw one of those, eh?
Jump on the super missile expansions pedastel to discover that it's a
crumbling block, which will deposit you on the other side of the
shutters. Exit to the left.
Fall down to the bottom of the shaft, where you'll see an explorable area
that we couldn't access on our first trip. Lay a power bomb and fall
through. Ignore the metal door on the right (Duh.), and open the door at
the bottom of the shaft.
Quickly morph ball and bomb the hornoads in this room, then go into the
next room. Make your way left, and when you see an energy tank, stop.
Whip out your X-ray scope and look at the floor near the tank. It's an
invisible ditch. Back up and make a running jump across the gap to claim
the "ENERGY TANK" (6.). Blast the green door near the tank and go inside.
Shoot the Chozo statues marble for a pack of "SUPER MISSILES" (15.). Back
outside, fall down the ditch.
There's a save point through the left door, but don't use it, incase
you have trouble getting out of this area. Morph and roll under the
spikes to the right, and carefully jump from platform to platform,
blasting each hornoad with a missile. At the end, go through the door.
Here, you will meet the etecoons, cute little creatures that will sing
the discovery theme (When you collect an item.), then teach you how to
wall jump. For those of you whose brains have dulled, a quick rundown:
Spin jump against a wall, then press the opposite direction, and jump
immediately afterwords. Don't press the two at the same time or you'll
likely mess it up. Follow the etecoons example and wall-jump your way
to the top of the room. See the tunnel in the right wall? Spin jump over
there and morph ball during the jump, then press right to squeeze into
the tunnel in midair. Shoot the marble and claim a pack of "POWER BOMBS"
(25.). After you exit the tunnel, you'll have to wall-jump up again. Do
so, then go through the door at the top of the shaft.
Were now back in the elevator shaft, having come out of the metal door
(Which is still metal. This door is one of the few that never opens from
this side.). Climb up and power bomb the floor again to get out. Go
through the blue door on the right.
Here, kill the mothulas (Called Reo's.) and head back to the door you
entered from. Start a hyper run to the right, and you will break through
the bendezium wall, and fall into a hidden chamber that you couldn't
access before (The blocks are speed booster blocks.). Down here, you'll
meet the Dachola, a bird-like creature which will show you how to store
a charge and shinespark. If you need to, go through the door to the left
and use the energy-recharge station, then go back and follow the birds
example. You didn't need to do this, but no harm no foul. Continue to
the right, dodgint the metal shriekbats (Actually called Metaskrees.)
and go through the door.
Welcome back to the "Pink" room. We can do more in this room now. For
one, the yellow door that you were curious about? Go to it now, it's on
the right side. Blow it open with a power bomb and head inside.
Inside, blast the three hoppers (2 small, 1 large.), then use the grapple
block above to swing around. Try and land on it if you can. Swing
straight up and let go, and you should fall right on it. After your on
top of the block, jump right and shoot the shutter with your wave beam
(The switch is on the other side.), then grapple onto the block again
and get a high swing inside. Again, swing so that your going about the
block and facing right, then when your heading in the direction of the
ledge, let go and you should glide onto it. If you can't do this, just
wall jump up to the ledge. It's fairly easy. Once your on the other side,
go through the flashing door (It was metal until you killed the hoppers.)
and grab the "ENERGY TANK" (7.). That's half of the energy tanks. Exit
back into the current room. Back in here, bomb the corner of the floor
(Against the huge pillar.) to find a little alcove. Keep bombing until
you activate a shutter. Use it to reach the shutter above. Exit this room
through the left door, back into the pink room. (Make sure you kill the
hoppers again, or the door will remain metal.)
Back in the pink room, climb up a bit, then jump into the gully with
the hoppers. Kill them, then find the grappling blocks above you and
grapple onto one of them. Swing to the left to find a pack of "MISSILES"
(120.). Drop down the small gap between the missiles and the platform,
and lay a power bomb to blow away the left side of the gap. Then,
use your X-ray scope to spot a secret path behind the wall. Jump in.
Kill the large hoppers and carefully jump over the spaced-out spikes,
then stop once you see an oddly-placed block in the floor. Blast it with
a super missile then drop down to claim a pack of "POWER BOMBS" (30.).
Find the shutter behind the power bomb pedastel and shoot it to raise
it. Bomb the wall next to it. Roll through the exposed tunnel to the
exit. (You can't exit the way you came in. The door is metal, and you
can't open it from this side.)
In the pink room again, drop down to the bottom where the obstruction
is, and bounce through the tunnel to the other side. Go into the door.
If you didn't get the missile pack in this room (High up in the pipe.),
do so now. Either way, with the Hi-jump boots we can reach the ledge
above us, close to the entrance. Do so, and open the yellow door with a
power bomb.
Remember this place? We're back in the area where we got the Morph ball.
Blast the large hoppers, then head to the right. Bomb the corners of the
pillar and roll through. Grab the pack of "POWER BOMBS" (35.) just
sitting there. Another dead end? I think not. Lay a power bomb to blow
away the entire wall. Head through to find the pedastel that held the
Morph ball. Head right and take the elevator to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Up here, make your way left to the old tourain escape shaft. Climb up,
blasting the pirates in your way, until you notice a small platform
(Looks like a blue pill. I call them happy-time pills.) connected
DIRECTLY to the right wall. Morph here and bomb the wall to reveal a
passage. Go through and power bomb the yellow door, then head inside.
In here, run to the right and carefully freeze the Boyons, making sure
that they don't move from their current position. Once all four are
frozen, run back to the door, then hyper-run across the boyons and store
the charge before you hit the wall. Shinespark up the verticle shaft and
collect a pack of "SUPER MISSILES" (20.) on the right. Now head left,
grapple beam jump across the gap (Be careful of the spikes.), and enter
the door.
We're back in the old shaft, the door behind you, metal. One of those
doors that can't be opened from this side. Anyway, head left and bomb
the tunnel to emerge back inside the actual shaft, at the top. Go through
the door on the ceiling. Nothing new here. Jump out of the gap and head
back to your ship. Restock and save. Now, if you've followed my guide
accurately, you should have...
<Expansion.>
799 units of energy (7 energy tanks.)
2 reserve tanks. (Both completely filled.)
120 missiles.
20 super missiles.
35 power bombs.
<Beam.>
Charge beam.
Ice beam.
Wave beam.
Spazer (Wide.) beam.
<Secondary.>
Grappling beam
X-ray scope.
<Suit.>
Varia suit.
<Misc.>
Morphing ball.
Bombs.
<Boot.>
Hi-jump boots.
Speed booster.
When you have all of this, your ready to move on to...
---------------------------------------------------------------------
{<>}4.6: The wrecked ship.{<>}
---------------------------------------------------------------------
From your ship, head to the right, back to the area with the Kihunters.
Yeah, the one above the Craterian elevator. This time, however, go right
and blow open the yellow door with a power bomb. Press on through.
This area is known as missile lake. The deep water pits will slow you
down considerably if you fall in. Try not to let that happen. Grapple
onto the blocks above, and drop onto the platform to collect a pack of
"MISSILES" (125.). Then grapple the block above you and swing across.
Be careful of the collapsing grapple blocks. They crumble a few seconds
after grappling them, and if your still holding on you will drop into
whatever is below. Swing across and go into the next room.
This is a large area, which grated platforms suspended over a lake.
The other side of this room is our goal. Before that, however, run along
the path until you drop into the water. That's ok. Keep going until you
hit the water table (The ground.), then go left. Shoot the wall here
to reveal a tunnel. Jump, morph ball in midair, and squeeze into the
tunnel (It's easier underwater because your every movement is slowed
considerably, at least for now...). Follow it to the left to claim a
pack of "MISSILES" (130.). Now exit the tunnel, jump up the platforms,
and head back to the start of the room.
Now, go right, and jump from platform to platform using the grappling
blocks on the girders above. Keep going until you find another jump that
lacks a grappling block. Look up to see a ripper just flying about.
Grapple onto it and swing to the platform (It's harder to jump to this
one because of the low ceiling.). From here, make your way right to
the green door. Super missile it, and head inside to...
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
"Inside the dark ship, you find the atmosphere you expected. The dark
hallways and passages of the ship reek of death and decay. The power is
disable around the ship, preventing you from exploring much of it. If
you can restore the power, maybe you can disable the locks on some of
the doors and explore further."
You start in a long hallway, with a disabled conveyor belt along the
floor and ceiling. No electricity means the conveyor belt can't move.
Go all the way to the right and proceed through the door to the main
deck.
Just about every door leading somewhere has an area that you can't
explore yet. Ignore the top passage for now, but head through the door
directly across from you to find...a disabled save point. Dumbass. No
electricity means NOTHING works. No lights. no conveyor belt, no map
stations, and no save points. Go back into the main deck and head
down the stairs.
Making your way down, you'll see a metal door on the right. You won't
be able to open this for a little while, so pass it up and keep heading
down. Down the next flight of stairs, bomb the left wall to find a well-
hidden passage. Roll through, then follow the disabled conveyor belt
left, ignoring the spikes (With no power, they can't hurt you. You can
even stand on them and suffer no damage.) and grab the pack of "MISSILES"
(135.) at the end. Head back to the main deck.
Continue down the flights of stairs, until you come to a metal door on
the left. Damn, dead end? No it's not. How many times have I told you?
Look at the floor. Shoot it out to reveal another passage. Follow it
until you find a green door on the floor. Kill the blobs on either side
(Called Bombus.) then blast the door with a super missile and go through.
Another long room, though this one lacks a conveyor belt. Head to the
left to find a disabled robot. Without power, they don't work either,
even if they are battery-powered. Go through the door on the left to
find...a disabled map station. We really need the electricity. Head
back into the long room and go all the way right, until you hit a wall.
Bomb the corner of the wall to reveal a tunnel. Roll through to the
other side to encounter your second eye door. Same deal here, but if
you want to use a super missile, it only takes one. Destroy the eyelid
to uncover another blue door. Enter.
Not again. The door closes behind you. Metal. Out of nowhere, blue
flames suddenly materialize in thin air. They form a circle, which
converges on itself and thus reveals the boss, Phantoon. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Phantoon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 2500. Missiles: 100. %
%One of the four guardians. Super missiles: 600. (AVOID!) %
% %
%Attacks. %
%Flames: 20. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
If you notice the weapon statistics, super missiles inflict 2x their
normal damage against Phantoon, although I do not recommend using supers
against Phantoon.
Why not use super missiles? They piss Phantoon off. When you hit him with
an attack that deals over 300 damage, Phantoon will rematerialize in the
center of the room and slap you with wave after wave of flames. He does
this in reverse motion, once clockwise, once counterclockwise, in a
pattern 8 times. You can shoot them for refills, but you'll more then
likely get hit. For this reason, we will be using charged Spazer/Ice/Wave
shots for the battle.
When Phantoom first appears, he will fly around the room in a horizontal
figure-8 type pattern, dropping flames randomly along the way. When he
opens his eye is your key to attack. Fire a charged Spazer/Ice/Wave shot
or 3 missiles. If your unable to get an attack in, wait until he finishes
drpping randomly flames. He will rematerialize with his eye open. Blast
it right there (You have more time.) and he will repeat his figure-8
pattern. Keep doing this for the entire fight.
Dodging his attack: Simply shoot the flames and they will be destroyed.
They sometimes leave refills. Be careful about timing; until the flame
hits the ground, it is not counted as a projectile, just a harmless
sprite. This is more difficult to do with flame waves, since they come
at you so fast. Just brave each flame when Phantoon exposes his eye.
After you've hit him with 8 charged Spazer/Ice/Wave shots, equip your
missiles and wait for him to open his eye. Fire one more missile to end
the battle.
Note: If you only use charged Spazer/Wave shots (De-equip the Ice beam.),
Phantoon won't dissapear after a charged shot. He will still float around
as if he was hit by a regular missile, allowing you to hit him with two
more charged shots for a total of 600 damage. It's up to you whether you
want to do this or not.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by: Corbin.
In your guide for Super Metroid, you said that you shouldn't use super
missles on Phantoom, because then he uses his eight fire things. It's
easy to dodge that assault. Start in the right corner (In ball form),
and after he uses a flame go to the left corner in ball form and then
alternate the corners with each assault. This is easier than using
charged blasts. Thanks for your time
Corbin
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's an interesting tip. I did hear rumors about a safe spot during the
flaming waves, but even so, I still say it's risky. That, and the fact
that it takes longer then beating him with conventional means, so it's
up to you whether or not you wan't to take the risk. Nice discovery
nevertheless.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by Robert R. Stein.
When fighting Phantoon, you remarked that using Super
Missiles is extremely hazardous due to the half-rings of
flames Phantoon will start shooting out after being damaged
by a super missile.
At this point, I always have used Super Missiles to kill him
[since I always only had 5 at the time, I unload them on my
bosses].
A way to stay safe from his flames, after hitting with a
super missile, or just in general...
After hitting Phantoon with a Super Missile, IMMEDIATELY nul
your weapo n selection [thus going to your laser
combonations, make sure Charged Beam is on]. Charge up your
blaster as fast as possible, and hold it.
Just as each wave of fire comes from Phantoon, spin jump
into the flames.
Having the charge and spin jumping creates a pseudo-screw
attack, which makes you impervious to numerous attacks, such
as Phantoon's flames, at least until you land or leave spin
jump. Also, unlike when using the Pseudo-Screw attack, the
flames will NOT negate your charge, like when you collide
into an enemy, thus you stay safe until you release your
charge.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's a really clever trick to avoiding damage. Nice job discovering that.
This opens the strategy up a little. If you're willing to spend a bit more time
with Phantoom,
in exchange for a safer victory, go ahead and use this strategy. If not,
refrain from using Super
Missiles.
-------------------------
"With a surge of electricity, Phantoon suddenly vanishes, and the ship
sparks back to life. Time for some exploration."
Now that the electricity is on, just about every metal door you've come
across in this area is now flashing. Collect the refills in this room
and exit. Back in the long room, roll under the passage and head
back to the door in the ceiling, shooting the Bombus along the way.
Notice that the robots are functional now? Head through the door, into
the main deck.
Back in here, head up the shaft until you spot the metal door on your
left, which is now flashing. Head inside, jump over (Being careful of
the severed cables.) and collect the pack of "SUPER MISSILES" (25.).
Head back outside, go to the right wall directly across from you and
bomb the corner there. A hidden tunnel! Roll through and go inside the
blue door.
An active conveyor belt occupies the floor. Run to the right (The
conveyor belt is moving left, so you'll be slowed considerably.),
carefully avoiding the spikes and sparks, and jump over the first robot.
At the end, lay a power bomb behind the second robot to blow away
sections of the wall. There are four Morph ball tunnels to take now.
Take the 2nd tunnel from the bottom (You can bounce in with a simple
bomb jump.) and roll through to claim another pack of "SUPER MISSILES"
(30.). Exit the way you came in.
Back in the main deck, continue your ascent, ignoring the flashing
metal door on the right (We'll come back soon.), until your at the main
entrance again. Use the save point in the right door, then continue
climbing. When you reach a dead end, shoot the ceiling to reveal a
passage. Follow it to a blocked off section, climb up to the top and
enter the door on the ceiling.
Wingless Ki-hunters and Bombus inhabit this long room, as well as several
broken panels. Avoid touching the panels. The new Ki-hunters take quite
a few hits, and dish out some damage themselves. Blast them with several
beam shots or just use a couple super missiles. Kill all the enemies
in this room (Slaughter those on the left side first, since we're
going through the right door.) When all is the quiet, the metal doors
on the left and right will unlock. Go through the door on the right end.
In here, be careful of the fast-moving conveyor belts; they can deposit
you right into a spike pit. Make your way over, shooting each of the
robots into the floor, until you reach the end. Grab the pack of
"MISSILES" (140.), then head back into the long room, go ALL the way
left and through the flashing door to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Ok, we're still technically in the wrecked ship area, but the outside
area is Crateria, so i'll just leave it as it is. Go along the platforms
until you spot a ripper in the air. Jump on it, then let it follow it's
course until you spot another ripper above you. Carefully jump to that
ripper, then follow it's course until you fnd the last ripper above
you. Jump onto it, and when it gets to the end (On the left side.),
shoot the stalagmite (Rock.) to expose a pack of "MISSILES" (145.).
Spin jump against the stalagmite to collect them, then drop down.
All the way on the left end are a couple of hidden tunnels. Take the
one closest to the wall. Locate the super missile block with your X-ray
scope and blast it, then bomb the left wall you just landed next to.
Roll through to that side and collect another pack of "MISSILES" (150.).
That's a lot of missiles. Now, if you wan't to get back up without
falling to the floor (And thus having to climb the wrecked ship again.),
shoot the block you came through (It regenerates.) and jump against the
wall on it's side. Morph ball in midair and squeeze back into the
opening, then stand up and blast the super missile block that
regenerated. Jump out.
Now, head over to the right and use your X-ray scope to spot another
sandstone block. Shoot it and drop through, then follow the tunnel
to a door, guarded by a hive of regenerating enemies. (I don't know
their names.). Ignore them (Unless you need an energy refill, in
which you should take NOW!) and head through the door. Here, kill or
ignore the choots and wavers, and take the door on the right. Here,
take a look at the geemer above you. Hey, cool. It's following you.
Stand in one stop and it will stand there, shaking. Anyway, head
through the right door, back into...
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
That sound...something is in here. This is a HUGE horizontal room,
wih spikes on the floor every inch of the way. How do you get across?
You grapple across, silly. Start swinging from grapple block set to
grapple block set. Be aware that the sets get smaller as you make your
way across, and that the last few sets are all crumbling blocks, so be
careful. At the end, you'll find a Chozo statue with...nothing in it's
hand. Weird. Jump on it's hand, morph into a ball and lay a p...hey,
what the hell? Why did the statue just grab us? In an instant, the
statue comes to life and starts walking across the spikes you swung
across. It will break most of them, but not before taking an alternate
path in the middle of the room. A stairway leading down to a secret
area. At the bottom, it will stop and release it's clasp. Seems it's
gone back to sleep. Whatever.
Ignore the door on the left for now, and forget about going back up,
the pathway is blocked. But then...how did...I don't even wan't to
know right now. Below the door is a tunnel leading right. Bomb the
floor to access that tunnel, then follow it. At the end, lay a power
bomb to clear all the blocks above you, then jump up into the new
pathway. Shoot all of the robots into the pits behind them, and follow
the path right until you find a Chozo statue holding a pack of
"MISSILES" (155.). After that, lay a power bomb to reveal a pathway
behind the statue (Which also gets demolished by the blast.).
Run right, across the conveyor belt (Moving left, meaning it will slow
you down.) and you should go into hyper-speed. Store the charge just
before you hit the wall, then Shinespark up the shaft. Walk left
to fall through some crumbling blocks, into the little room with the
marble. Careful. The X-ray scope reveals that the floor between your
platform and the item is a ditch, so carefully jump over it and shoot
the marble for a "RESERVE TANK" (3.). One more to go. Fall through the
ditch, take the path left, back through the tunnel, and go through the
door on the left.
Finally, the item we've been looking for. Shoot the marble in the
center of the room for the...oh wow, the "GRAVITY SUIT"! With this,
we can finally explore Maridia. This suit grants 100% freedom of
movement underwater (Probably because of new hydraulic gear and a better
rebreather.), which means no more slowdown and limited abilities, such
as bomb jumping. Also, the suit grants you a whooping 75% damage
reduction against all enemies (Except one, but i'm not telling you which
one. Figure it out. Hint: It's at the very end.), and gives your suit
a nice pink shading. Awesome. Now head through the left door, back
into...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
You will fall into the water here, demonstrating the abilities of the
Gravity suit. It's just like being on land. Anyway, head right again,
jumping from platform to platform, and reenter the...
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
We're in the first room again, except this time the conveyor belt is
active. Run right, through the door and into the main deck. Go down
one flight of stairs and through the blue door on the right (It was
flashing last time.). We have one more area to explore.
In this area, kill the bull with a charged Spazer/Ice/Wave shot, then
go to the end. Since we now have the Gravity suit, we can jump up to
the door normally. If you came in here without the Gravity suit, the
only way up to the door is by a well-timed wall-jump, which is not
recommended. Go through the door.
In here, carefully wait for each spiked platform to drop, then jump
on top of it and quickly jump into the next gap between the spikes.
Keep doing this until you get to the end of the room. Go through the
door.
In here, go to the right and shoot the ceiling to open the passage.
Jump through, go left, and shoot the ceiling again. Jump through,
ignoring the door on the right, and keep climbing. At the dead end,
shoot the ceiling to reveal a pathway. Jump through and blast open
the read door, then head inside.
In here, drop into the water and land on the platform just below you.
From here, jump to the sensor platforms above you, being sure to
quickly jump from each one, since the slightest amount of pressure
causes each one to sink rapidly. At the end, jump onto the ledge and
claim an "ENERGY TANK" (8.). Exit the way you came in, and backtrack
all the way to the entrance to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
We're done with the wrecked ship, so say goodbye to this place and head
back to your ship. I assume you know the way. At your ship, resupply
and save, then head to the left and go inside. Drop down the gap into
the old tourain escape shaft, go to the bottom, head right and take the
elevator to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Whoo. We're finally back in famillar territory. Down here, take a
right and go through the door. Remember the area where we got our
second missile pack? Go back in here now. (The door on the right.)
Here, kill all of the enemies in this room, then go right, to the large
obstruction, and lay a power bomb. A portion of the wall (The bottom.)
is destroyed, giving you enough space to run. Before doing so, shoot
the ceiling to the left of the obstruction to reveal an "ENERGY TANK"
(9.). Jump up and collect it, then head back to the left. Start
running right and store the charge under the obstruction. Now, do you
see the gap in middle of the obstruction. Place yourself EXACTLY under
this tiny shaft and shinespark straight up. You will jump WAY up
through the tiny shaft to a secret compartment at the top. Remember to
hold left once you reach the top or you'll fall back down and have to
try again. Go through the left door.
In this watery room, use your X-ray scope to reveal an invisible
bridge above you. With the Gravity suit, we're actually able to jump
up there. Do so, and run all the way to the end, ignoring the boulders
that drop from the ceiling. Go through the door.
Grab the pack of "MISSILES" (160.) sitting in the middle of the room,
then roll left and lay a bomb on the left of the pedastel (The girder
underneath it.) to claim another pack of "MISSILES" (165.). Exit the
way you came in. Head back into the shaft you used to get up here,
lay a bomb on the block you broke through, drop down and head left
back into the elevator room. Go left, past the elevator and lay a
power bomb to blow away the wall. Bomb the pillar section, kill the
hoppers and go left, back into the Brinstar green room. One more item
to obtain in Brinstar.
Go left, into the pink room, and bounce through the tunnel to the other
side of the obstruction, then bomb the blocks and head down the tunnel
leading to where the charge beam was. Lay a power bomb to reveal a
tunnel below the statue. Follow it to a red door. Blast the door and
go inside.
In this watery room, run left and kill all of the slugs (Called Zeros.),
then head back to the right. Run left, and you will go into a hyper-run
and break through the blocks under the bridge, destroying the Puyo-Puyos
and Skulteras as you go. You will bust through the wall. In this room,
claim the last item of Brinstar, an "ENERGY TANK" (10.). Now, head
back the way you came, all the way back to the green room, and take the
path to the red shaft of Brinstar.
Once here, drop down to the bottom and head right, through the two water
rooms, through the tunnels. Stop once you get to the glass tube.
Now that we have the Gravity suit, we can explore the area beyond the
tube. Morph ball and lay a power bomb anywhere inside the tube and
it will shatter, dropping you into the water. I recommend saving now,
and theres a save point at the bottom (Inside the red door.), so use it.
---------------------------------------------------------------------
{<>}4.7: Maridia: The watery world of wonder.{<>}
---------------------------------------------------------------------
Back in the tube room, climb to the top of the watery shaft, then stop
at the ceiling door. Now, if you've been following my guide, you should
have the following items.
<Expansion.>
1099 units of energy (10 energy tanks.)
3 reserve tanks.
165 missiles.
30 super missiles.
35 power bombs.
<Secondary.>
Grappling beam.
X-ray scope.
<Beam.>
Charge beam.
Ice beam.
Wave beam.
Spazer (Wide.) beam.
<Suit.>
Varia suit.
Gravity suit.
<Misc.>
Morph ball.
Bombs.
<Boot.>
Hi-jump boots.
Speed booster.
When you are ready, open the ceiling door and jump into...
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
"Maridia, the cold depths of the planets aquatic habitat. Teeming with
serene life, plant and animal alike. We may be able to find some helpful
items here."
The peaceful music and serenity of the area should help you keep a
steady nerve. Anyway, we have a very tricky item to get right now, so
blast the red door on the right and go inside.
In here, destroy all of the Scisors roaming about, then turn around
and open the door you just came through, then head to the right to find
a green shutter. Smash the switch with a super missile and go to the
right, then stop before you get to the door. From ground level, start
running to the left, and you should reach hyper speed. Store the charge
JUST before the door, then head through it, back into the shaft. Now
comes the tricky part.
Back inside the shaft, on the left side of the room, there should be a
row of plants. Two of these plants stick out (They are more noticeable.).
Stand in the EXACT spot of the left-most plant that sticks up, then do
a shinespark STRAIGHT up. If you were in the right spot, you will do
an impressive super jump, BARELY snipping the sides of the platforms
above, and you should crash into a tiny shaft, collecting a pack of
"MISSILES" (170.). The blocks you crashed through are speed booster
blocks, so the shinespark is the ONLY way to obtain this pack of
missiles. Try again if you mess up.
After you grab the missile pack, hold left as you fall out of the shaft
to land on the left ledge. rom here, it's a short climb to the top of
the room. You'll notice a pack of super missiles in another alcove to
your right. We cannot reach it from this room. Don't worry, we'll get it
in a minute. Continue climbing to the top and go through the door on the
right.
This is a long room, with grapple blocks along the ceiling and several
ditches below. Our goal is to swing across to the other side. Before that
however, lets get a couple of items. Drop down the metallic platforms in
front of you to land on a hill. Morph ball and keep following the hill
down, until you come to a steep drop. Now, roll off of this drop and hold
left as you do so. If you do it right, you should squeeze into an
invisible tunnel. Roll through, into the previous room. Bounce your
way through the tunnel and collect the pack of "SUPER MISSILES" (35.)
that we passed up earlier. Now, head back into the grappling room.
Back in this room, head all the way to the right, jumping over
the hills and Scisors until you come to a door on the floor. Shoot it
and drop down into the next room. This dangerous room has Skulteras and
a new form of Space Pirate. These pink pirates cannot be injured with
any weapon you currently possess, so we must avoid them. Go left and jump
over the first gap, then drop into the second gap, which seems to go way
down. At the bottom, ignore the Space Pirate and go through the invisible
wall on the riht. Blast the red door at the end and go inside.
In this large room, head all the way right and check out the creature
in the middle. Looks like a giant ripper. Jump on top of it to find
that you can stand on it. It will start spinning around, then shoot up
to the ceiling. When it stops, jump straight up and grapple the block
above you. Swing on top of it to collect an "ENERGY TANK" (11.). Now,
grapple onto the block below you again, and swing around counter
clockwise facing right. What you want to do is swing as far right as you
can, and land on an outcropping along the wall. When your on this little
ledge, shoot the wall directly below you to expose a cleverly hidden
pack of "MISSILES" (175.) (You can't see it yet.), then spin jump along
the cliff and hold against the wall (While still spin jumping.) to
collect it. It's tricky, so take as long as you need. When your done,
head all the way back into the space pirate room, climb up, and make
your way right, back into the grappling room.
------
Jthmeffy has the following to say.
------
"You tell us to swing from the block to the wall and go through an
elaborate ordeal to get the missle expansion.. An easier way to do this
is to hop back down the to ground, go to the far left of the 'Giant
Ripper' and it will spin towards you. Jump to avoid getting it, land on
its back, and crouch. It will then shoot towards the ceiling. Shoot the
wall to your right to reveal the missle expansion and simply jump over
and obtain it.
I forgot all about that strategy. I always thought that the giant ripper
was stationary. Oh well. Seems he made a small error. You have to lure
him to the RIGHT, not left. Nice strategy nonetheless.
Climb out of the ditch and go left, back to the door you used to reach
this room in the first place (At the top left.). Here, start swinging
across each grapple block (Careful of the crumbling blocks.) and you
should make it across the room without too much trouble. The blocks
are space out, but if you time it correctly you shouldn't have any
problems. If you fall, use the balloon enemies (Called Powamps.), as
grappling blocks and swing back up to the real blocks, then keep going.
At the end of the room, go through the door on the right.
Your now in a metallic room, with Scisors crawling all over the walls.
Our main goal is through the door at the bottom, but ignore that for the
moment and take the right-side shaft up to the top. Go through the door
on the ceiling, into the sandy room.
In here, go all the way right, avoiding the opening in the ceiling, until
you come to what looks like a dead end. (Watch out for the spiked
creature in the floor. It pops up randomly.) A quick scan with the
X-ray scope reveals the wall on the right is fake. Run through, and
grab a pack of "MISSILES" (180.). Head back to the left, and jump up
through the opening. Keep going up until you come out of the water. Head
left, through the only other door in this room.
A long room. Run left, killing the Menus (Tiny creatures with a big eye,
similar to magflies.) and jumping over each platform (The floor has
more of those spiked creatures, called an Owtch. Avoid.) until you come
to another dead end. Same deal. Jump through to discover that the wall
is fake, and run all the way left to find a tall shaft. Kill the Menus
that appear, then spin-jump to the platform above, and into the door on
the left. Follow the path all the way to the left, (Don't bother with
the red creatures unless you need refills.) and drop down to the bottom
of the ditch here. ANOTHER dead end? Nope. The very middle of the floor
is fake. Drop through to find a pack of "MISSILES" (185.) and a pack of
"SUPER MISSILES" (40.). Exit the way you came in, and go ALL the way
back to the metallic room.
Back in here, drop down to ground level, then shoot the floor to reveal
another passage. Take it down, kill the Scisors and run to the right.
Blast the green door and head inside.
We're in a different section of Maridia now, as signified by the change
of music. It's a bit more creepy and less enjoyable now. Oh well. To
start, lay a power bomb to make an opening in the floor, then drop down
to get on ground level. Theres aa new enemy in this room, called Yards.
They're snails with a metallic shell. They like to come out of nowhere
and ram you, so just run into them and you'll kick them away. Don't
bother trying to destroy them, it takes precise aim, and as long as
your running they won't bother you. If you need to use a save point,
theres one inside the red door to the left of you.
Now, start a hyper-run all the way to the right, past the three walls
aligned with grappling blocks, and when you come to a small verticle
shaft in the ceiling, store the charge. Go directly under this shaft
and shinespark straight up to find a pack of "MISSILES" (190.). Go
right and you'll spot a pack of super missiles at the end. Be careful.
Looking at the X-ray scope reveals that the floor is a set of crumbling
blocks. Carefully jump over the blocks and claim a pack of "SUPER
MISSILES" (45.), then drop through the crumbling blocks.
Now, start a hyper-run (From now on i'm going to call it a lightspeed
run. That sounds better, eh? Thanks Fasgo.) to the left and store the
charge before you reach the low ceiling on the left side. Head to the
right slightly, until your just out of the little tunnel, and shinespark
straight up. Hold left as you drop down to land on a ledge, and head
left to spot a door on the ceiling. Shoot it and jump inside.
Another new enemy is in here, and one that closely resembles the very
creature your searching for, the Motchroid. These are Space Pirates
failed attempts at cloning a Metroid. They look similar to a Metroid,
but they are far weaker. Simply shoot them with your beam twice to
destroy them. Simple.
The room looks like a bunch of dead eneds, but you'll see that it's not.
Simply shoot most of the walls out to reveal the path. Make sure you
kill all the enemies in this room, then head to the bottom floor. Shoot
out the path on both sides, then start at the right. Do a lightspeed dash
to the left to break the blocks (They're speed booster blocks, you
weren't able to shoot them.), then do a lightspeed dash to the right to
break the booster blocks here. Now you can access the blue door on the
right. Go inside, and prepare for a boss battle.
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Botwoon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 3000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. %
%Poison bolts: 24. %
%Body: 32. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
It's your choice whether you use super missiles or charged Spazer/Ice/
Wave shots. Both do the same amount of damage. It's recommended that
you use super missiles, since it's difficult to hit him with charged
Spazer/Ice/Wave shots due to the wide coverage of the shot. If any part
of the beam hits his body, it will be negated.
Botwoon can only be injured with headshots, the rest of his body is
invulnerably to everything. Aim carefully at his head and fire.
Dodging his attacks: Theres not much you can do about the bolts. They
cover a wide area and are clustered fairly tight. Just take them as they
come. As for dodging his body, if you stay all the way to the left, he
can't touch you.
If your out of super missiles, switch to regular missiles. Go ahead and
be liberal with their use, since his head is a small target.
At 1200HP, he will speed up significantly, and again at 600HP. He stops
using poison bolts at this point, so as long as you stay on the left side
your safe. Aim carefully and land him with a few more shots to finish
him.
He will die after 10 super missiles, 10 charged Spazer/Ice/Wave shots,
or 30 missiles.
-------------------------
After Botwoon is defeated, he wall behind him will collapse and the doors
will unlock. Collect the refills and exit through the door on the right.
In this long sandy room, head right, shoot the Puyos, then look above
the quicksand to the right. Do you see a tunnel up there? Without walking
onto the sand, spin jump to that tunnel, morph ball in midair, squeeze
into the tunnel and collect an "ENERGY TANK" (12.)! Now, bounce through
the rest of the tunnel to the other side, and go through the door on the
right. If you don't want to bounce through, return to the door you
entered from and start a lightspeed dash to the right. You will break
through all of the booster blocks without sinking into the sand. Go
through the door on the right.
Three Motchroids inhabit this small shaft. I'll mention something now
that I forgot to mention the first time. The grappling beam kills them
in one hit. Since the next two rooms require the use of the grappling
beam, just keep it equipped the entire time. Now, grapple to a block
and jump, then grapple another block and jump, then grapple another...you
get the idea. If your having trouble with the grappling beam, just wall
jump to the top. Simple. Ignore the metal door on the left, and go
through the blue door on the right.
This room is huge, and loaded to the brink with Motchroids and grappling
blocks. Sigh...anyway, kill the first motchroid in front of you, then
drop down and kill the next motchroid. Go right (Be careful. The sand
hides spikes.) until you find a grappling block wall. Climb up and
drop into the second valley, killing the motchroid at the top. Go right
to find another set of grappling blocks along the wall, except these
blocks are higher up. Not a problem. Swing from the block above you to
reach the necessary height, then grapple a block on the wall and climb
up. Kill the motchroids on this side, then go right again to encounter
a final wall of grappling blocks, except there is only one. You
have to use the nearby grappling blocks in the air to reach this again,
except you have less room for error. When you do make it over the wall,
head right. There are two doors to take here. If you need to save or
refill your energy (I recommend both.), go through the red door at the
top. Afterwords, head to the bottom and blast the green door, then go
inside.
Don't worry about the spikes on the floor, they're fake. Make your way
right, over both spike pits, then shoot the odd-looking pipe in the wall
for a pack of "MISSILES" (195.). Now, head back to the first spike pit
and drop through either side of the middle platform to find a hidden
passage underneath. At the bottom you'll find another eye door. Same
as before, wait for the eyelid to open then blast it with a super
missile. Destroying the eyelid reveals another blue door. Go inside and
prepare for a boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Draygon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 6000. Missiles: 100. %
%One of the four guardians. Super missiles: 300. %
% Grappling beam: A LOT! %
%Attacks. %
%Gunk: Lethargy. %
%Body: 40. %
%Tail bash: 40. %
%Turrets: 32. %
%Power node: 4. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
At the bottom of the room, head left, ignoring the turrets to find a
group of Evirs (Miniature versions of the boss.). They will all swim in
a circular pattern to the right, then when they all dissapear, Draygon
will appear. The battle is on.
First off, if you haven't done so already, destroy the turrets aligned
on the wall. They really get in the way.
Dodging Draygons attacks: To dodge his swoop, morph into a ball and
stay still. He will swim harmlessly overhead. To dodge the turret fire,
just destroy them with a super missile each (Or 3 missiles.). To dodge
the gunk, shoot each burst. They sometimes leave refills, but theres
quite a bit of them, so don't go collect any refills unless your sure
you won't get hit. If the gunk does hit you, rapidly press left and right
in a simultaneous flow to break free. You do NOT want to be subject to a
tail thrashing.
Now, there are two ways to take this battle.
***************
*The fast way.*
***************
Fast is actually very beneficial, as it will only cost us a small but
negligible amount of energy. After you destroy each turret, you'll notice
an electrical current behind it. This is a power node, and now that the
turret is no longer connected, it's basically a live wire. When Draygon
comes in to spew gunk, let the gunk hit you so that he picks you up.
Stand as far left as you can to make this strategy work easier. As he
floats to the top, he will swim from side to side in a circular pattern,
occasionally tail bashing you along the way. When you get close enough to
a power node on the left wall, equip the grappling beam and do your
damn best to latch on to it. The raw amount of electricity will injure
you gradually, but it will also channel through your body to Draygon
(Who is still holding you.). Hold the current for about three seconds and
the electricity will fry Draygon, killing him instantly.
***************
*The mans way.*
***************
So you want to finish this battle off showdown style, eh? Good for you.
Start by destroying all the turrets. They get in the way. Now, wait
until Draygon comes in to spew gunk at you. Shoot them off with your
beam, then when they stop coming, arm your super missiles. As he makes
a pass, just stand there and pelt his stomach with missile after missile.
You can hit him with about 10 supers on the first pass if your good.
Don't bother dodging the pass, just take the hit in exchange for tons of
supers in his stomach. Morph ball on the floor until he stops making
swoops, then repeat the strategy when he comes to throw gunk again.
It will take either 20 Super missiles, 20 Charged Spazer/Ice/Wave shots,
or 60 missiles to end the battle. I believe pseudo screw attacks do 200
damage, though I don't recommend using them unless your attempting the
"Blue suit" glitch, which I will talk about in the "Glitches" section.
-------------------------
After Draygon dies, he will sink into the sand below. The evirs will
come and drag his corpse underground, and then the door on the left will
unlock. Grab the refills and proceed inside.
Shoot the Chozo statues marble to claim the....oh yes indeedie. It's the
"SPACE JUMP"! With this, you can jump an infinite amount of times in
mid-air, as long as your spinning. This also gives you a new spin-jump
animation that looks badass. Beautiful. Exit the way you came in.
Back in Draygons room, utilize your new toy to jump to the top of the
room. I don't know why, but space jumping underwater is so much easier
then it is to do on land. Must be the physics of underwater movement.
Exit draygons room through the top-right door. Back in this room, jump
to the top of this room and exit to the left.
Here, utilize your space jump again to make your way left, space jumping
over every wall you come across. You'll notice that the space jump
completely negates the need to ever use the grappling beam again, so
it's time to retire that nifty gadget. At the other end of the room, exit
to the left.
Here, drop down to the bottom of the shaft, ignoring the flashing door
on the left. Go through the bluue door at the bottom (Also on the left.).
Back in this room, start a lightspeed dash to the left and break the
booster blocks, then go into the sand. You'll see two distinctive pits,
both leading down into another screen. Sink down into either one to
appear in a dugout between rooms, with bulls charging at you from all
sides. Ignore them and fall down into the next room.
We're back near the entrance to alternate Maridia. Head left into the
main room, then drop down to the bottom, head right, and shoot the floor
directly below you. A secret passage? You were able to access this
passage before, but it was better to wait until now. The space jump makes
things a lot easier. Drop into the passage and follow it left until you
see a sand pit going into another room. Drop into it, ignoring the bulls
in the dugout, and drop through to one of Maridias secret treasure
rooms.
You will fall into another sandy room, through a sandfall and into the
water below. Go to the left and climb the small shaft to claim a pack
of "MISSILES" (200.). We now have 200 missiles, just a few packs left to
obtain. Drop back to the bottom and head to the right, then locate
another shaft to the right of the sandfall. Climb to the top of this
shaft, then morph into a ball and roll onto the block below you, which
is actually a set of crumbling blocks. Hold right the entire time to
squeeze into a little compartment containing a pack of "POWER BOMBS"
(40.). Snap those up, then bounce out the way you got into the
compartment. Sink into the sand pit below, morph into a ball again,
and roll all the way right along the bottom of the pit. You will fall
through another sandfall into the room below.
Here, you'll want to spin jump to the right across the entire room,
killing the Evirs that get in your way. Head through the door on the
right.
In this room, do you notice the single crumbled grappling block on the
ceiling? Latch onto it with your grappling beam and immediately let go,
then wait a few seconds. It will crumble and...hey. Why didn't it
reappear? Well, I don't really care why. Space jump through the hole
and to the top of the large shaft your in. At the top (Be careful, or
the Menus will knock you out of your spin and back to the bottom of the
shaft.), go right, and kill the Menus overhead, then drop onto the blocks
below you. Some of them are crumbling blocks; figure out which ones.
When you fall through to the area with a door on the right, go inside.
In here, immediately lay a power bomb to blow away the wall on the right.
That mechanical creature is called a shaktool, and with the wall
destroyed it will clear a path through the sand for you. DO NOT shoot it,
it will not attack you. Let it slowly dig it's way to the right, and when
you emerge on the other side, go through the door on the right.
In this room, morph ball and drop into the tunnel in front of you, then
follow it left and drop down to the bottom. Follow it right, bouncing
your way up each step until your able to stadn up again. Shoot the Chozo
statues marble and claim the "SPRING BALL", a nifty item that will allow
you to jump as a morph ball. We don't need to bounce with bombs anymore.
Use this item to jump out of each tunnel, and exit the room the way you
came in. Go back to the other side of the room and through the left door.
Here, kill the Puyos and go to the left to fall through a couple of
crumbling blocks, then head through the door on the left. Jump across
the room and go through the left door again. Here, jump all the way
across the Evir room to the left, then go through the left door AGAIN.
In this hallway, lay a power bomb here to blow away part of the ceiling.
Jump up to the top, blast the green door on the ceiling, and jump inside.
You will go through a VERY long verticle tunnel and come out of the water
into a sandy area.
Here, go right, destroying the enemies in your way, and jump to the
top of the shaft here. Follow it right, destroying more enemies, then
drop down until you see a flashing door before you. We didn't come here
earlier because this door was locked until you defeated Draygon. Spin
jump to the left, then turn around once your elevated with the door and
jump to the ledge it's on. Proceed inside.
Choots and Puyos inhabit this shaft. Kill each one as you make your way
to the top, then go through the blue door on the right. Here, you'll
see a mound of Puyos just sitting there. Blast them all with your
current beam combo. See how many shots it takes to kill them all? That's
what the next room is for. =) Go through the door on the right.
Uh oh...the door turns metal behind you, and pink space pirates inhabit
this room. You still have no way to injure them...or do you. Drop down
to the very bottom of the room and head right to find a Chozo statue.
Shoot the marble in it's hand and...what is that item? Is that...it could
be...it might be...IT IS! The "PLASMA BEAM"! This godly weapon is 3x as
powerful as your spazer beam, and it pierces enemies, hitting several at
once. This will destroy most enemies with a single shot. Due to the
odd nature of this beam, it cannot be used in conjunction with the
Spazer beam, but that's ok, the Plasma beam will be automatically
equipped in favor of the Spazer beam. NEVER reequip the Spazer beam from
now on.
Now, go around the room, blasting those lame pirates with your new toy.
You'll notice that it only takes one hit to freeze them (Or kill them if
you deequip the Ice beam. Leave it equipped.) and another to kill them.
Awesome. Sekk out and destroy every last pirate in this room, and the
door you came through will unlock. Go back into the hallway with the
mound of Puyos, unequip all of your beams except for the plasma beam,
crouch, and fire once at the mound. You have just witnessed the sheer
power of the Plasma beam. That one shot will pierce through ALL 6 of
the puyos, killing them instantly. WOW! Proceed through the left door,
drop down the shaft, and go through the left door again.
In the sandy room, dive back into the water and head left. Drop down to
the bottom, run right and go through the door. In this room, shoot the
respawning enemies for refills if you need them, then head through the
door on the right. Kill the cactoids in this room (Called Cacatac.) and
enter the door on the right.
In here, drop down the gap and kill the cacatac on the right, then spring
ball through the tunnel to the other side of the wall. (Be careful, the
floor of this room has spikes.) Drop down the ledge here, then space jump
all the way to the right, killing the cacatacs in your way. At the end,
space jump through the opening above, then drop down on the other side
of the wall and go through the blue door on the right. We're now back
in the motchroid shaft, close to where we fought Draygon. Drop down
below and take the blue door on the left.
Like last time, lightspeed dash to the left to break the booster blocks,
then drop down either sand pit and in the bottom room, go through the
door to the left. Head down to the bottom of the room, go right, and
shoot the floor for the secret passage again. Go left, and this time
space jump over the first sand pit (The one you used last time.).
Continue to the left and drop down the second sand pit. Go through the
dugout to end up in Maridias other treasure room.
We need the Springball in here to reap the rewards. Jump to the ledge
on the right of the sandfall, and shoot the block above you to reveal
a passage. Jump through, land on the ledge, head left and stop at the
block below you. Use the X-ray scope to see that it's a set of crumbling
blocks. Theres another block above you which is made of sandstone. Shoot
it, then morph ball and springball up to the tunnel that is revealed.
The jump must be precise, so be careful. Inside the tunnel, jump to
the right side and claim a pack of "MISSILES" (205.), then take the
right tunnel. Shoot the marble for the last "RESERVE TANK" (4.) in the
game. That's it for the items in Maridia. Drop down to the sand pit in
this room, morph ball and roll left to find the exit.
You'll drop into a room similar to the room from the other pit. Head to
the left and through the door. Again, go through the door on the left,
then kill the Scisors in this room and morph ball. Roll under the
platform hovering just above the floor. A secret tunnel? Ignore the red
door on the right, but go through the blue door on the left. We're now
back in Brinstar. Head left, jumping from platform to platform (Freeze
the Boyons so they don't annoy you.), shoot the green shutter with a
super missile, then drop down to the bottom of the shaft. We're back in
the tunnels. Run right to the elevator room, and super missile the wall
next to the elevator. Springball inside the hole and take the door back
to...
%%%%%%%%%%%%%%%%%%%%%
%<>Kraids hideout.<>%
%%%%%%%%%%%%%%%%%%%%%
Remember the room with the Ki-hunters, just before the main dungeon? Go
there now, slaughter all the Ki-hunters, then head to the right, where
the same point is. Lay a power bomb next to the obstruction to find a
hidden tunnel above, leading to a now-exposed pack of "MISSILES" (210.).
Spring ball into the tunnel to get to it. If the missile pack goes back
into hiding, simply lay a bomb on top of it and it will reappear.
Missiles in hand, exit the way you came, back to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Go back to the elevator and ride it down to...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
First thing's first. Head to the bottom of the shaft and go through the
right door. Save your game. Now, go right, and start a lightspeed dash
to the right, busting through the blocks and enemies. Run through the
door here, go all the way right, over gap, and through the right door
again. We're now back in the bubble room. Take the door on the floor.
Drop down to the bottom of the shaft and take the door on the right. Go
through the room and you should reach another shaft. Drop down, kill the
blue violas, and blast open the yellow door at the bottom. Yes, the one
I told you avoid a long time ago. It's time to see what lies behind it.
Hmm...it's a giant lake of lava. Take the tunnel on the left first to
see where were heading...that looks an awful lot like Ridleys head. Maybe
he's down here? Anyway, head back and drop down into the lava lake.
Make your way left, carefully avoiding the wall huggers blasts (They do
50 damage each. Ouch.) until you come to a dead end. The path is above.
Utilize the space jump and jump up to the top of the lake, careful of
the wall huggers blasts. At the top, go through the dragons mouth and
into the next room.
Note: Do not worry about taking damage from the lava. The gravity suit
grants you complete immunity to lava. Your still susceptible to acid,
however you can move around normally in it now.
---------------------------------------------------------------------
{<>}4.8: Lower Norfair: Rematch.{<>}
---------------------------------------------------------------------
Before going down the elevator, save your game in the room across from
you. Now, you should have the following items...
<Expansion.>
1299 units of energy (12 energy tanks.
4 reserve tanks.
210 missiles.
45 super missiles.
40 power bombs.
<Secondary.>
Grappling beam.
X-ray scope.
<Beam.>
Charge beam.
Ice beam.
Wave beam.
Spazer beam. (Do not equip.)
Plasma beam.
<Suit.>
Varia suit.
Gravity suit.
<Misc.>
Morphing ball.
Bombs.
Spring ball.
<Boot.>
Hi-jump boots.
Space jump.
Speed booster.
Take a look at the ceiling above you. Looks like clawed hands...a form of
advertisement from nintendo? Not a game that I know of...When you are
ready, take the elevator to...
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
"The deepest section of Norfair is reserved for the most tolerant
creatures. This area has been inhabited by stronger versions of some of
the creatures you faced in upper norfair, along with completely new
creatures. The space pirates have control of this area, under the command
of their leader, Ridley. Yes, the very same Ridley that attacked the
space colony at the beginning of the game. The very same Ridley that
stole the Metroid larva. It's time for some payback."
This soundtrack has GOT to be the most catchy tune ever created. I LOVE
IT!! Erm...anyway, head left, CAREFULLY jumping over the acid and
dragons (Which are stronger then the ones in upper Norfair.). Be careful
of the block platforms; they gush fire every few seconds. Go through
the door at the end.
This is a large room with a huge acid pit below you. Don't fall in.
Space jump all the way across the room to the ledge. Lay a power bomb to
find a Chozo statue with...nothing. Coincidence? Just like the wrecked
ship, morph into a ball in it's hand. It will grab you, then the plug at
the bottom of the acid pool will be removed and the acid will drain. And
there is indeed a plug down there. Go into the acid to see it if your
willing to expend the energy (I don't recommend it.). Once the acid is
drained, the statue will release you. Head into the empty pool and roll
through the tunnel at the bottom. Bomb your way into the hallway,
kill each of the weird purple creatures (Called Holtz.) and go through
the door at the end.
Now, you should see a pack of "MISSILES" (215.) to the right, but don't
walk over yet. Use the X-ray scope to find that the floor below you is
all crumbling blocks. CAREFULLY space jump over and collect the missile
pack, then drop down through the blocks. If you miss the missile pack,
it will take a while to get back here, which is why I recommended saving
at the elevator.
At the bottom, run right until you see a...metal door. What the hell?
Before you can reach it, however, a golden Chozo statue drops from the
ceiling. Where did THAT come from? In seconds, it blinks and gets up,
ready to terrorize you. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Golden Torizo. Charged Plasma/Ice/Wave: 900. %
%Hit points: 13500. Missiles: None. %
% Super missiles: 600. %
%
%Attacks. %
%Energy wave: 30. %
%Body: 40. %
%Eye rings: 2. %
%Bombs: 20. %
%Super missile: 50. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
This is a lot like the Torizo you battled in Crateria, only tougher and
a lot more resiliant.
First of all, even though super missiles are capable of damaging Golden
Torizo (And deal 2x their normal damage against him.), don't use them.
Most of the time he will catch them and toss them back at you. And
missiles don't even touch him. Ouch. Stick to charged Plasma/Ice/Wave
shots. They do even more damage then super missiles.
Dodging his attacks: To dodge the energy wave, simply space jump over
them. He still only launches 8, except this time he does it a lot faster.
You have plenty of room to jump, so don't worry. To avoid touching him,
jump over him when he corners you. Don't do it in the middle of the
field; he likes to jump now and then, this can catch you off guard. The
bombs and eye rings won't injure you until they explode, so avoid the
rings and shoot the bombs, they sometimes leave refills. If he catches
a super missile (Shame on you! DON'T USE THEM!) jump to avoid the blast
(He throws it at your feet.).
This is easy. Simply charge your beam and let him have it. Each beam
shot does 900 damage, so even with 13500HP this will drain it in a hurry.
It takes 15 charged Plasma/Ice/Wave shots to do him in.
-------------------------
After the battle, the door he was guarding will unlock. Collect the
refills (You probably need them.), then jump up to the ceiling where
the statue fell from. See what looks like a ledge up there? Lay a power
bomb near the ceiling to make an opening and expose the last pack of
"SUPER MISSILES" (50.) in the game. Collect them, then drop down and go
into the room the statue was guarding.
Inside, shoot the Chozo statues marble for the...oh my god. We've struck
gold! IT'S THE "SCREW ATTACK"! OH HELL YES!! With this wonderful,
WONDERFUL item we can destroy most enemies just by jumping into them.
Unlike the fixed damage of a pseudo scew attack, this one functions as
an instant kill. It doesn't work against some enemies, but that's ok.
As long as your spinning in a jump, your pretty much invulnerable. Your
space jump animation will now have a cool green spark, and a sound to
signify the raw power of this beautiful piece of god.
Test out your new loves power against the ceiling. You will break the
bendezium ceiling with your space jump alone. Power bombs are no longer
necessary for large sections of Bendezium. Woohoo! Take the right door
in the middle of the shaft for an energy recharge station. USE IT! Exit,
climb the rest of the shaft, break through the ceiling, and go through
the door at the top.
Time to test out our new baby on some enemies. There are several rocket
rippers in this room (Rippers that have boosters. They move really fast.)
. Spin jump into each one of them to destroy them. You will notice that
you don't suffer any damage, a trait aspect of the pseudo screw jump.
Do you love this item yet? I knew you would. Continue right, super
missile the green shutter, and go through the door at the end. Ignore the
hidden path in the ceiling and go through the door on the right again.
Another opportunity to test the screw attack. This is a long room that
quickly fills with acid, with bendezium pillars blocking your path. Not
a problem. Space jump through each pillar, destroying them without a
second thought, and make your way into the door on the right before the
acid gets too high.
In here, immediately freeze the wall hugger on the opposite wall, then
space jump up the shaft. Try your screw attack on these beefed up golden
space pirates to find that it even destroys them without remorse. Wow.
Our plasma beam must be feeling pretty lonely by now. Anyway, screw
attack through the bendezium ceiling and continue climbing, destroying
the space pirates in the way, until you get to the top door. Ignore it
and shoot up at the ceiling to reveal another path. Jump into it and go
through the door on the left.
In here, drop down to the girder below you and shoot the suspicious
section of block in the middle to reveal a path. DO NOT screw attack
down there, the next ledge is all bendezium. Morph ball and roll onto
it. Roll ALL the way to the left and lay a power bomb to blow away the
entire girder. You must be on the left, because every other block on
the right is a crumbling block. On this safe ledge, roll left to find a
well-hidden pack of "MISSILES" (220.). Carefully exit the tunnel and
jump back up to the door you entered from. Drop down to the door you
ignored. Go through and be prepared for some exercise.
In this room, you'll drop down all the way to the bottom. Notice the
room is shaking? It's overflowing with acid. QUICKLY start space jumping
to the top, using the platforms if you need to drop down somewhere. Be
careful of the golden space pirates that patrol some of the platforms.
Make your way to the top ledge and run all the way right, through the
door and out of this room. Phew. Exciting, isn't it? In this seemingly
empty hallway, go through the door on the right. We'll come back in a
few minutes.
In this room, destroy the wall hugger across from you with a super
missile, then walk through the wall it was attached to. (What the hell?)
An invisible path? Drop down the small shaft onto the carving of a
clawed hand...Nintendo and their strange advertising fetishes. Must be
because of the idol above you (The hidden passage was actually it's
mouth.) Anyway, space jump to the left, onto the little platform below
you, then space jump all the way to the right to find an "ENERGY TANK"
(13.), then head back to the start of this room. Climb the shaft,
braving the wall huggers and rolling boulders, until you come to a
blue door at the top. Ignore the blue door and run through the left
wall...another invisible path. Go through the blue door over here.
In this room, space jump over the spike pits, ignoring the Alcoons that
pop up, and space jump to the top of the shaft here. Ignore the blue
door and head to the right to find a pack of "MISSILES" (225.), then
lay a power bomb to reveal several tunnels. Spring ball through the
top tunnel, and when you fall down, spring ball again and hold the right
wall. Keep doing this until you get across this maze, then drop down
through the blue door. Claim the pack of "POWER BOMBS" (45.) in this
room, then head through the door on the left. (To break the crumble
blocks, shoot the idols sitting on top of them, then jump on them.).
Back in this shaft, go through the invisible wall again, and back
into this room. Jump up the shaft again, except this time go through the
blue door.
In here, space jump to the left and over the fire-gushing idols, until
you come to a small crawlspace under the overhang. Roll through (Ignore
the acid.) to the other side, then jump on the first ledge here. Stop.
See the space under you thats black? Lay a bomb just to the right of
this, then go left and springball past the idol to claim the last pack
of "MISSILES" (230) in the game. Well, thats it for now. Backtrack to
the large shaft where you got energy tank #13, then go through the door
at the bottom, back into the empty hallway.
Or is it...lay a power bomb to reveal two tunnels under the floor.
Drop into either one, and slowly make your way down the shaft. Snipe the
red Ki-hunters (Which are MUCH stronger then their normal and wingless
counterparts.), and go through the door on the right. A SAVE POINT! Oh
how we needed you. Save your game NOW! Exit back into the shaft and
bomb your way through the tunnel at the bottom. Follow it to the right
and lay a power bomb to blow away the idol that blocks you, as well as
the yellow door behind it. Drop down into the next room.
This room seems small at first, but once AGAIN, looks can be deceiving.
THere are fire gushers on either side of you, with spikes to match. Stay
on the chozo carving and lay a power bomb to reveal a tunnel on the left,
as well as raise a shutter to easily access it. Springball to the shutter
and roll through. In this long room, blast the large spiked hoppers with
your beams (Or simply screw attack them.), then head all the way left.
Lay a power bomb on top of the chozo carvings to reveal a path below you.
Look closely at the left wall. Your bomb also exposed another tunnel.
Take that tunnel to the last pack of "POWER BOMBS" (50.) in the game.
Now, head back to the previous opening and drop down. Carefully avoid
the spikes, letting the spiked platform lower you, then roll onto the
next ledge. Wait for the platform to rise, then drop down onto the
second platform. Let this one fall, then run through the door on the
left.
In here, we must deal with two armored Space Pirates. These guys are
highly acrobatic, being able to do flying kicks and throw their arms at
you. They are currently invulenrable to all attacks right now, so how
do we deal with them? Simple. Jump over them. This will obligate them
to jump over you, and when they do, they will turn gold and start to
launch flying kicks at you. It is when they are gold that they are
vulenrable. Pelt them with rapid beam shots. 6 shots is all it should
take. Repeat the strategy for the second space pirate. When both pirates
have been demolished, the door on the left will unlock. Proceed inside.
Hornet pipes...we must be getting close. Kill the holtz overhead, then
use the hornets for refills if you need them (You probably do.). Keep
going left and into the next room.
In here, make your way left across the lava and thin platforms, shooting
the blue violas as you go for power bomb refills. At the end, blast the
eye door with a super missile to reveal a blue door. Head back to the
closest spot where the hornets spawn and refill EVERYTHING! You should
have:
1399 units of energy. (All tanks filled.)
400 units of reserve energy. (All reserves filled. Set it to auto.)
230 missiles.
50 super missiles.
50 power bombs.
When you have all of this, proceed into the room.
Here, you will drop down to the bottom, with a metal door on the left.
This platform is very important. Why does this feel so famillar though?
In seconds, you see Ridley appear from the shadows again, on the left
side of the platform. Well...at least we found him. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Ridley. Charged Plasma/Ice/Wave: 900. %
%Hit points: 18000. Missiles: 100. %
%One of the four guardians. Super missiles: 600. %
% Power bombs: 200 per hit. ($) %
%Attacks. ($) "May hit twice." %
%Body: 40. %
%Fireballs: 15. %
%Tail: 30. %
%Acid: Gradual. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Samus feels a desperate need to protect that Metroid. After all, it did
follow her like a child...Anyway, Ridley will fly up to the top of the
room, then the pit below the platform will fill with acid. Great...
We are going to use super missiles for this battle. Although the charged
shots do more damage, they take longer because you have to...well, charge
them. Super missiles do a hefty chunk of damage with each hit and fire
quite rapidly. Stick to those for the entire battle.
Dodging his attacks: At first, Ridley will only use tail bouncing,
fireballs, and grabs. When he tail bounces, morph into a ball and roll
under the tail, then jump to get him to stop bouncing. Take a shot or
two at this time. Theres not much you can do against the fireballs except
screw attack through them. As for the grab, don't ever try to stand under
ridley and it won't happen. The grab forces you to either touch Ridley
or his tail, so it will do either 30 or 40 damage.
At 14500HP, Ridley will start doing U swoops. That is, he flies to one
corner of the top of the room, then flies down in a U shape and flies
back up to the other side. The only way to avoid this is to space jump
over Ridley as he makes a swoop. After he makes a swoop, space jump
against the opposite wall to avoid his follow up attack (He will come
down and try to smack you with his tail.).
At 9000HP, Ridley will get a 50% boost of speed, which is signified by
a color change. He will gain another 25% boost in speed at 4500HP, marked
by another color change. At 0HP, Ridley will go berserk. A few hits from
anything at this point (Or simply letting him grab you.) will destroy
him.
When Ridley tail bounces and is facing left, run ALL the way to the left
of the platform and face right. With your foot off the edge of the
platform, Ridley can't harm you from here. Take this time, aim straight
up and shove a super missile or 10 right up his ass. He will probably
face right at this time and bounce again. Roll left under his tail and
jump up to cancel the bounce, then pelt him with more supers. Whenever
he's not attacking you, blast him with whatever you've got: Charged
shots, missiles, supers. Hell, even power bombs damage him. A power
bomb can even hit him twice, just like with enemies close to the blast.
It will take either 20 charged Plasma/Ice/Wave shots, 30 super missiles,
or 180 missiles to put Ridley on the floor for good.
-------------------------
When Ridley kicks the bucket, the acid will recede and the doors will
unlock. Collect the refills if you need them, then go through the
door to the left.
In this room, we find the Metroids vial...shattered on the floor. Damnit!
We came ALL this way looking for the Metroid and it's not even here!
This sucks. Where the hell did it go? Anyway, shoot the floor under the
door to find the last "ENERGY TANK" (14.) in the game. Exit this room,
jump up Ridleys shaft and exit to the right, Go ALLLLLLL the way back
to the save point as used earlier. It's very straight-forward, and if
you get lost then you should stop playing videogames altogether. Save at
the save point, then climb up the shaft, sniping the red Ki-hunters, and
go through the door at the top, on the right.
Back in this room, climb to the top of the shaft, then go left through
the invisible wall. Go into the door. In this room, go left, up the
ledges, and into the door on the left. Here, jump over the fire-gushing
idols and roll under the obstruction. This time, however, climb to the
top of the shaft, carefully sniping the red Ki-hunters (Or simply screw
attack them. Now the item name makes sense. Anyone hit by this weapon
is...screwed.). Shoot out the ceiling and take the door on the left.
We're back in...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
You have to admit that lower Norfair was one kickass place to hang out.
Bid adeau to the level (And the supercool music.) and head left, dropping
through the crumbling blocks. No turning back now...keep going left,
screw attacking the walls of bendezium in your way. At the end, roll
through the tunnel, then take the left door at top. We're back in the
bubble room. I assume you know the way back to the elevator? Good.
Take it up to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Head left, all the way into the red shaft. Climb to the top, go right,
and take the elevator to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Go through the ceiling door, climb the shaft and shoot out the ceiling.
Go left, and break the bendezium section of wall to get back to your
ship. Restock and save. Now, you should have the following items.
<Expansion.>
1499 units of energy (14 energy tanks.).
400 units of reserve energy (4 reserve tanks.).
230 missiles.
50 super missiles.
50 power bombs.
<Secondary.>
Grappling beam.
X-ray scope.
<Beam.>
Charge beam.
Ice beam.
Wave beam.
Spazer beam (Unequipped.).
Plasma beam.
<Suit.>
Varia suit.
Gravity suit.
<Misc.>
Morphing ball.
Bombs.
Spring ball.
Screw attack.
<Boot.>
Hi-jump boots.
Space jump.
Speed booster.
If you have all of this, you have obtained every item in the game for a
100% total. Congratulations. Save your game and prepare for the final
section.
---------------------------------------------------------------------
{<>}4.9: Tourian: The legendary battle.{<>}
---------------------------------------------------------------------
Head left, into the main craterian room. Go left and screw attack the
bendezium wall in your way. Run down the slope here and into the next
room. Kill all of the space pirates and head to the bottom, where we
once again have a choice of doors. Yes, it is FINALLY time to go through
the red door on the right. Blast it with missiles if you didn't already,
and proceed inside.
A LONG hallway. All is quiet in this room and there is a suspicious fog
in the air. Ignore that repulsive feeling in your gut and lightspeed
dash all the way right (You don't need to lightspeed dash, you'll just
get there faster.) and go through the door at the end.
This is a mysterious cave, filled with water, algae, and...statues of
four of the bosses we've defeated? Notice something else? Each of those
bosses is what i've listed as "One of the four guardians". Now you
understand what I meant. Anyway, if you've defeated a guardian, the
correspondings statues crystal eye will gleam, then lose it's color and
shatter, releasing the spirit within the statue. That statue will turn
grey. Each statue will take turns doing this, and when the final statue
(Ridley) releases it's spirit, the room will start to shake. In seconds,
the statues begin to sink into the ground. Let the statues sink down
completely, and then the bottom floor will give way, revealing a passage
to a secret area. Make sure your ready before taking the elevator down
to...
%%%%%%%%%%%%%%
%<>Tourian.<>%
%%%%%%%%%%%%%%
"Tourian, the home of the space pirates. Strangely, there are no space
pirates in this area. The area seems dead, roaming with creatures you
had encountered before...so the Space Pirates we're able to successfully
clone Metroids? Anyway, the pirates must be under the command of
something higher then Ridley, otherwise they would infest this area.
The rinkas and turrets are active, meaning that SOMETHING must be down
here. Perhaps the baby metroid? It's time to confront our mystery
villian."
Tourian, as you might expect, is crawling with Metroids, and I don't
mean the weak Motchroids you encountered in Maridia. These are the real
thing. You only have two options for destroying them.
1: Freeze them, then blast them with five missiles or one super missile.
2: If they latch on to you, lay several power bombs (Three to five.) to
kill it. If one grabs you, this is your only option. That, or exit the
room the way you came in.
Well, in this small room, head down to the bottom and save your game
inside the door on the right. Make sure you do this because were not
using the save point deeper inside. I'll explain why when we get there.
Take a deep breath and head through the door on the left.
A Metroid is right in front of you. Waste no time in freezing it. After
it's frozen, arm your super missiles and let one fly into it's slimy
membrane. Collect the refills it leaves. Remember, if it grabs you,
quickly lay several power bombs or exit the room the way you came in.
You cannot proceed into the next room until all metroids are defeated.
Continue to the left, CAREFULLY picking off each metroid as you go. You
should also be warned that if the first one latches you, you should exit
immediately. Laying a power bomb will alert the other three metroids
(Who can come out of nowhere.) to attack you. Four metroids sucking
energy at the same time is very unpleasant. When the metroids are dead,
exit through the door to the left.
Here, drop down to the platform below you and stop. A Metroid is trying
to take the direct route to you; through the platform. Aim down and
freeze him, being careful of the Rinkas (Red fire rings.), then drop
to its level and blast it with a super missile. Make sure you drop down
from the LEFT side and not the RIGHT side, or the metroid below you will
have a much easier time getting to you. Quickly freeze the other metroid
below you and blast him with a super. The door will unlock. Go through.
Quickly go right to avoid the Rinkas, then STOP before you reach the low
ceiling tunnel. SLOWLY make your way right until you see the metroid,
then freeze it. Blast it with a super and keep going. At the end of the
passage should be another metroid. Freeze and super it, then keep going
right. One more metroid hovering over the high platform. Freeze and
super it, then continue right, into the unlocked door.
Freeze the metroid across from you, then super missile it. Slowly drop
down each ledge, avoiding the rinkas and freezing each metroid, then
blasting it with a super missile. Don't worry about wasting these, they
leave refills much of the time. After the last metroid is dead, the
door on the floor will unlock. Shoot it and jump inside.
That was the end of the Metroids, so rest easy. In this dusty room, make
your way left, ignoring the large blue hoppers. The only way to kill
these is with super missiles. Yup, all your other weapons (Even the
screw attack.) is useless against them. Just ignore them and go through
the door on the left.
A chozo statue in the attacking position! Boss ba....thats funny.
Doesn't look like it's moving. Fire your beam at it once and it will
disintegrate into a pile of dust, like the very life was sucked out of
this creature...I don't like this. The door has locked behind you, so
theres no turning back now. Proceed to the left and through the door.
In this room, you will find more creatures like the chozo statue.
Creatures like skress, geemers, and rippers. Shoot each one to make them
collapse (Or be mean and leave them in that state. I perfer to put them
out of their misery.).. The door behind you has locked, just like in
the previous room. Something really wants us to move forward...continue
to the left. The screen will stop scrolling at some point, and a large
blue hopper will enter the area from the left. You cannot run back to
the door, so arm your super missiles at get ready to blast it. Wait
until it makes it's big leap and.....whoa! That is one BIGGGG metroid.
As the hopper lunges at you, the giant metroid latches onto the entire
creature and sucks its energy down rapidly. The hopper tries to move
around, but it is hopeless. The metroid drains the last ounce of energy
within the creature and turns it into a pile of dust, just like the other
creatures. Then the giant metroid turns to you.
You can fire at it to try and ward it off, but it is futile. It is
completely immune to all of your weapons. It will eventually get tired
of your shooting and charge you without even noticing it. When it
latches on to you, it will suck your energy down at a RIDICULOUS rate.
Lay power bombs if you wish, but you'll find that you cannot even use
them. The doors are locked, and even if they were unlocked the metroid
has severely limited your movement, so it is over. You have no choice
but to let the metroid kill you. However...
At your last point of energy, the metroid will suddenly stop sucking and
let go. Why did it hesitate? Listen, can you hear it's cries? That's the
baby metroid that we're trying to rescue! It recognizes you as it's
mother. My how it's grown...that's not normal. The metroid has been
exposed to unlimited amounts of energy, which is why it's so big. This
is also what made it so agressive. It did not realize who you were until
the last second. Even now, it's judgment is somewhat clouded.
Unsure of how to handle the situation, the metroid exits the room to the
left. Follow it into the next room, shooting the dusty residue in your
way...it's gone. Damn.
This room has a lot of dusty residue, like a spider web. Shoot it all
to clear a path to the bottom. Go through the left door to find an
energy recharge station. Use it NOW! Theres a missile recharge station
next to it if you need it, probably not. Back outside, blast the red
door across from you and head inside.
In here, jump all the way across the room to the right to find your
final eye door. Blast the eyelid with three missiles or one super missile
to reveal a blue door. Proceed inside.
A long verticle shaft aligned with a strange alloy. Rinkas inhabit this
room. Do NOT use the save point on the left in the middle of the shaft.
We have crossed the point of no return, so saving here will prevent you
from ever going back to previous areas. If you saved in the tourian
elevator room, you will still be able to go back, so just keep that save.
It's not that much backtracking. Go down the bottom of this shaft and
blow open the red door. Head into the final room on our map.
Turrets and rinkas litter the walls, and the room slowly begins to shake
and fill with acid. In front of you is your final obstacle. Zebetites.
Organic wall creatures that can only be destroyed by missiles or super
missiles. If you don't pelt these fast enough, they will begin to
regenerate. Something really doesn't want us to get through this room.
Arm your missiles and start blasting the zebetite in front of you. It
should break within 12-15 missiles. Jump through the opening it guarded
and head left to find another zebetite...two of them actually. They are
linked in such away that both take damage from the same missile. One
guards a tunnel above, the other guards a tunnel below. Jump onto the
ledge below the bottom zebetite and blast it with missiles. When it's
dead, roll through the tunnel it was guarding.
You'll find another large zebetite here. Blast it with missiles, being
careful of the turrets and Rinkas, and go through the opening. One more
linked zebetite to destroy. Jump onto the ledge below the bottom
zebetite and blast it with missiles. Roll through to find what we've
been looking for, our mystery villian. I should have known. It was none
other then the fabled Motherbrain. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Motherbrain. Charge beam: No effect. %
%Hit points: 3000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. Glass requires 6 missiles... %
%Glass: 15. ...to make an opening. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
This is actually very easy. Arm your missiles and fire at the glass
container 6 times to make an opening. Switch to your super missiles and
cover the walls with brain residue. Don't jump onto the brains platform,
the glass injures you. Carefully dodge the Rinkas and turrets (Or
ignore them. You have plenty of energy.) and avoid falling into the
acid.
10 direct hits with super missiles or 30 missiles will destroy the
brain.
------------------------
And that's it. You have beaten the game. Grab a soda, kick back and
en...wait. Why are we able to move around? And why did the path seal up
behind us? Something is wrong...well that explains it. We didn't kill
Motherbrain after all. Without warning, a huge biomechanical body rises
from the ground and attaches itself to the brain, which opens it's one
eye and emits a bone-chilling shreik. Get ready for one of the best boss
battles in game history!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Motherbrain. Charged Plasma/Ice/Wave: 900. %
%Hit points: 18000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. %
%Eye beam: 30. %
%Body: 30. (No invulnerability period between hits.) %
%Blue rings: 20 per ring. (No invulnerability period between rings.) %
%Bomb: 40. %
%Bomb explosion: 20. %
%Supernova laser: 200. (When under 4500HP.) %
%Mind laser: 300. (Final attack. Causes paralysis.) %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
First of all, Motherbrain will just stand there and mean-mug you (Give
you the evil eye.). Teach her a lesson by plugging that eye with a
super missile or 10. Then she will actually begin to pound you with
attacks.
Dodging her attacks: To dodge the eye laser, simply stay on the ground.
It always goes straight, so as long as you don't jump into it, you're
fine. To dodge the blue rings, predict their trajectory and act
accordingly. If they fire above you, stay on the floor and let them pass
overhead. If they are going to hit you, jump at the last second; they
travel somewhat slow. To dodge the bomb, stay away from it, then jump
before it stops bouncing off the ground. This is when it explodes.
If you timed it correctly, the explosion will harmlessly dissipate below
you.
For attacking Motherbrain, simply aim up and unload all of your super
missiles; you should have at least 30. After your out of super missiles,
switch to missiles OR charged shots. It doesn't matter which because
they're both pretty equal in terms of damage. The beam hits MUCH harder,
but you could pull off 5 or 6 missiles in the time it takes to charge
one beam shot.
At 4500HP, Motherbrain will reel her head back and start using a new
attack; the supernova laser. This evil, evil weapon is a giant beam
fired from Motherbrains hands. This beam terrorizes the very wall it
hits, shaking the room without effort. If this ghastly weapon touches
you, say goodbye to TWO full tanks of energy. (200 units.) At this point,
it should only take you five charged shots to take Motherbrain to 0HP,
where shes finally had enough of you.
Motherbrain will reel her head forward...that's not good. In a couple
of seconds, energy begins to gather within Motherbrains...brain. Keep
hitting her with whatever you have until she finally releases her
ultimate attack; the "Mind laser". This devastating weapon slams you
against the wall, draining your energy at an alarming rate. Within
seconds, you have lost THREE full energy tanks (300 units.). You'll also
notice that your secondary weapons (Missiles. Super missiles. Power
bombs.) have been drained completely. When the attack finishes, you drop
to the floor and on your knees.
Note: If you do not have at least three full energy tanks (Or reserves
to take you to three energy tanks.) by the time Motherbrain unleashes
her "Mind laser", it will kill you automatically. Stay above 300 energy
at all costs.
If you are able to withstand another mind laser, you are given the chance
to stand up and keep fighting. Mash the D-pad and you should get to your
feet. Since your secondary weapons have all been drained, the only thing
you can do is keep hitting the brain with charged beam shots. It is
hopeless, however, as Motherbrain will charge the laser again and
plaster you against the wall. You can keep getting up as long as you are
able to survive another blast, but eventually you will be unable to take
anymore.
-------------------------
When you have down to your last couple of energy tanks, you will be
unable to get up from the blast. You cannot take anymore punishment.
Damnit! Motherbrain will now start slamming you with blue rings and
bombs, taking your energy down to almost nothing. At this point, Mother
brain will move in for the kill. It looks like we have lost. Motherbrain
will charge the "Mind laser" one more time, but at the LAST second...
...the giant Metroid rushes it and latches onto Motherbrains head,
feeding on Motherbrain and her mind laser. Within seconds, the brain
stops using the laser and turns a pale blue. Is she dying? A few seconds
later, the brain backs into a corner and crouches into the Chozo
statue stance, changing into the dust-like residue of the other
creatures. The Metroid killed her for you! The Metroid then decides to
take it's leave, but not before noticing you, helpless on the floor.
The Metroid, feeling sorry for the beatdown it laid on you earlier (You
are it's mother, after all. Not biologically, but...), latches on to
you and begins to feed you the energy it drained from Motherbrain.
Your energy will refill rapidly until it is topped off. Sometime during
this reunion, however, Motherbrain begins to drool...oh no! No! It was
supposed to DIE!
Motherbrain gets up and, with a shriek, charges at the giant Metroid,
slamming it with an extreme amount of blue rings. After about 40 rings
(10 attacks.), the Metroid cannot tolerate anymore damage and takes
it's leave, but then it remembers Samus, who is still paralyzed by the
Motherbrains previous assault. In this condition, Samus cannot defend
herself, as if it made any difference to begin with.
The Metroid rushes back into the room for a final attempt at killing
Motherbrain, but Motherbrain is far too intelligent for such a ploy.
She unleashes a final wave of blue rings on the Metroid as it enters the
room. With a scream, the Metroid dies in midair and begins to fall apart.
NOOOOOOOOOOOOOOOOOOOOO!
The metroids remains fall on you, supercharging your body with energy.
The Mind laser energy that the Metroid had absorbed is analyzed in your
suit as weapon data, and it fuses all of your beams into one; the all
powerful "HYPER BEAM"! We now have a weapon capable of defeating Mother
brain.
Samus, overwhelmed by the death of her..."child", gets up without
hesitation, ready to exact vengeance on the Metroids behalf. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Final battle: Motherbrain. Hyper beam: 1000. %
%Hit points: 36000. %
% %
%Attacks. %
%Eye beam: 30. %
%Body: 30. (No invulnerability period between hits.) %
%Blue rings: 20 per ring. (No invulnerability period between rings.) %
%Bomb: 40. %
%Bomb explosion: 20. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Aim straight up and witness the Hyper beams power as Motherbrain reels
back from each hit. Don't worry about dodging her attacks. Although
they still injure you, you have far too much energy for it to matter.
After about 20 hits, Motherbrain will begin to change color. The weapon
is beating the crap out of her.
36 shots is all it takes to end this glorious battle.
-------------------------
With one final blast from the Hyper beam, Motherbrains body will start
to explode. She will move to the center of the room, where her body
will collapse on her. The brain will fall to the floor and begin to
disintegrate. It's FINALLY over!
...or is it? The self-destruct sequence will now kick in. You have three
minutes to escape the planet! Fortunately, the left wall will now
open up. Go through.
In here, the door locks behind you. Run left until the shutters get in
your way. Blast them with your hyper beam to destroy them. Continue to
the left and go through the door on the floor. The door locks behind
you again. Drop down to the bottom of this shaft and go through the door
on the right.
Here, the door locks behind you AGAIN...i'm done saying it. Each door
will lock behind you until you escape this section. Here, you have two
path choices.
-------------------------
***************
*I'm going up!*
***************
Destroy the space pirate in your way with a single shot, then jump onto
the platform it was guarding. Follow it to the right, speed-boosting
through the pirates in your way. When you hit a wall, jump up to the
ledge above you and follow it left. When you see an opening in the
ceiling, jump up and follow it right once more, blasting the space
pirates in your way. At the end, drop down and go through the door on
the right.
*****************
*I'm going down!*
*****************
Ignore the space pirate and drop down to the bottom path. Start a
lightspeed dash to the right, blasting any space pirates in your way
(I don't remember if there are any, but fire your hyper beam along the
way, just to be sure.), and store your charge once you get it. Run right,
under the small shaft and shinespark straight up. You will break through
the floor just left of the door, which is made of speed booster blocks.
Go through the door on the right.
Note: Don't wait until you get to the end of the path to store the
charge. If you hit the wall, you will have to run back to the entrance
and start over, which takes time.
-------------------------
In this large room, you will begin to fall down the shaft. Don't fall
for it! The bottom is a dead end. Jump from ledge to ledge until you
reach the top (Be careful of the space pirates. Even though they only do
about 3 damage, they can still slow you down.), then drop down the gap
on the right. Run left and drop down the small shaft here.
The room will now begin to fill with acid. That's bad. Very bad. Space
jump up the platforms on the right (Again, be careful of the space
pirates.), perferrably staying on the left side, as thats where the
opening will be. When you reach the top, jump through the opening,
head right, kill the space pirate, and enter the door to be back in...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Kill those space pirates and run right. The hyper beam will blast away
the bendezium wall, and you will appear back at the bottom of the old
Tourian escape shaft. All of the doors in this shaft are locked, save
one; the door at the top. The bottom is filling with acid, so quickly
jump from ledge to ledge until you reach the top of the shaft. Head
through the door on the ceiling.
Back in this room...hey. Why are the rocks blowing up? Very strange.
Anyway, climb out of this gap and run to the right. Now, for those of
you who want to save a few friends, see the detour I have written.
Otherwise, skip it.
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%
%<>Saving a few friends.<>%
%%%%%%%%%%%%%%%%%%%%%%%%%%%
On the right of the gap, morph ball and roll into the tunnel, and take
the door at the bottom. In here, run all the way right and into the
room where we got our bombs.
In here, you will find the creatures that helped us out during the game;
the three Etecoons and the Dachola. It's time to repay the favor. They
are trapped in this room and it is slowly filling with acid. How do you
get them out? Simple. Shoot the right wall. It will make an opening.
You cannot take it, but they will gladly run through it. Good choice.
Exit the way you came in. Run back to the left, into the small shaft,
climb to the top and roll through.
-------------------------
Run through the door on the right. We are back outside. Head right,
ignoring the fact that the entire planet is falling apart (What the
hell?), and jump onto your ship. Go inside as if you were saving, and
your ship will fly to the top of the screen and off of the planet.
---------------------------------------------------------------------
{<>}4.9 1/2: Ending.{<>}
---------------------------------------------------------------------
"In a stunning cinema of several screens showing you leave planet Zebes,
you will see a distant shot of planet Zebes finally exploding in a
supernova fashion. After the explosion, you will see what remains of the
planet, a Quasar. Beautiful. Samus's ship will fly towards the screen,
away from the Quasar. The ship will fly in really close, then the screen
will turn gray, as if a photo had been taken. You then get the following
message."
"THE OPERATION WAS COMPLETED SUCCESSFULLY. CLEAR TIME: (Insert clear
time here.)."
Special note: If you were kind-hearted and decided to save the animals
that helped you out during the game, as Samus's ship flys towards the
screen, look to the right of the Quasar. You will see a purple pulse
fly away from it. Those are the animals you rescued. Seems they have
their own ship...
"Credits will now roll"
"When the credits are finished, you will see Samus, standing among the
stars. Her suit is glowing. She will give you a thumbs up, then
jump back and shoot the screen. The corkscrew (Screw attack.) symbol
will now appear, and then you will get these messages.
"Your rate for collecting items is: (Insert number here.)%." If you
followed this guide, you should have a collection rate of 100%. Nice.
"SEE YOU NEXT MISSION!"
Special note: If you completed the game in under ten hours, but over
three hours, Samus will take her visor off, showing you her face.
Special note 2: If you completed the game in under three hours, Samus
will take her entire suit off, showing what she really looks like.
Instead of giving you a thumbs up, she will wave her hair back.
Beautiful.
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{<>}5.0: Frequently asked questions. (FAQ.){<>}
----------------------------------------------------------------------
Q: Where can I find <Insert item here>? I've looked everywhere for it.
A: Check the item section if your missing something. I have included the
location of every item in the main walkthrough, so as long as you follow
the walkthrough, you won't miss anything.
Q: What the hell is wrong with these bosses? My beam won't hurt them?
What am I doing wrong?
A: More then likely, your not charging your beam. All bosses other then
the Chozo statue and 1st Ridley encounter are invulnerable to normal
beam shots. To injure all bosses beyond that point, you must either use
Missiles, Super missiles, Power bombs (Sometimes doesn't work.), or
charged beam shots. Beam shields are also an option, though not a good
one.
Q: Does the Ice beam increase beam damage? Before an enemy dies, it is
frozen on it's last hit, so I don't want to use the Ice beam if it
requires an extra hit.
A: A lot of people ask this, and don't use the Ice beam because they
never get the information. Yes, the Ice beam increases total beam damage
by 50%. While this is the smallest modifier, it is still a helpful one.
One way to notice this is in the fight with Phantoom. A charged
Spazer/Wave shot will just make him fly around like normal, but a charged
Spazer/Wave/Ice shot will make him dissapear and repeat his attack
pattern.
Kejardon says: The ice beam doesn't add an extra hit. It simply freezes
on the hit before the kill shot. Say an enemy has 100 health. Normal beam
will kill it in 5 hits. Ice beam will do 90 damage in 3 hits, and it will
freeze the enemy on the third hit because the next hit will kill the
enemy. Therefore, it REDUCES the number of hits necessary to kill
something, not add to it.
Exception: Enemies that will die in one hit will be frozen first, which
can get annoying. The same rule applies for charged shots.
Note: Full credit goes to Kejardon for this.
Q: Whats up with the door that leads to the plasma beam when it's grey? I
shoot it, and it sounds like it opens, but it doesn't.
A: Thats a useless glitch that the programmers forgot about. There is a
"fake" door that is enmeshed under the actual door. When you shoot it,
it sounds like something is opening. That is the fake door. You can only
notice this before you defeat Draygon, otherwise the door will remain
unlocked forever.
Note: Full credit goes to Brickroad for this.
Kejardon says: Theres another door to the right of the grey door. After
you kill Draygon, you can open the grey door by firing straight up, then
fire to the right to open the "fake" door.
Q: I can see some explorable areas above and below the glass tube in
Brinstar? Can I get to those?
A: Yes. Simply use a power bomb in the middle of the tube, and it will
shatter. I'd wait to do this until you have the gravity suit, unless
your trying to get into the wrecked ship from the wrong side. (See
Brickroads Glitch FAQ.)
Q: You said that Kraid is in Brinstar, but I can't find him. HELP!.
A: You lazy sons of...biscuits. Anyway, Kraids hideout is to the right
of the Norfair elevater. You'll see three blocks along the right wall.
Hit one with a super missile and go through. From here, just use the
hi-jump boots and jump into Kraids lair.
Note: Once you get to the Ki-hunters, shoot the floor to continue on.
Q: Why can't I open grey doors? None of my weapons are working against
them.
A: Grey doors are more commonly known as metal doors. None of your
weapons will open them until they are flashing. To make them flash, you
need to do a scripted event in the game. It could be as simple as
clearing all enemies in the room, or as difficult as killing an actual
boss.
Hint: If nothing that your doing is making the door flash, find a way
around it.
Q: Where do I go after I get the Varia suit.
A: You go explore Norfair, silly. The suit allows you to enter
superheated areas without risk of gradual damage.
Q: How about the Gravity suit?
A: You go explore Maridia...duh.
Q: This room at the bottom of the shaft in Crateria...is that what I
think it is.
A: The first intelligent question. Yes, it is what you think it is. The
old life support room for mother brain. On the far left of the room is
the broken glass container that the brain resided in. Pretty retro, eh?
Note: Bomb the floor of the broken container to get to a missile pack.
Q: Is there ever a good use for the X-ray scope?
A: Not with my guide, there isn't. Although it helps to look if you get
lost with my directions. I'm not the best navigator. Even if you don't
use it, you still need to collect it for a 100% rating.
Q: What is the bomb jump? I've heard so much about it.
A: Ah, the legendary bomb jump. This little lady allows you to get to
unreachable heights with practice.
How it works: After you lay a bomb, you'll notice that it propels you
straight up, provided that you are in the MIDDLE of the explosion. If
your a pixel to the left or right, it will propel you far in that
direction. After you lay a bomb, time your next bomb to be JUST before
(1 or 2 pixels.) the first bomb explodes. The bomb should send you up,
and the second bomb will propel you again in midair. After each bomb you
lay, wait until JUST before the last one explodes before laying another.
If you time it too soon, the bomb will explode before you get to it, and
if you time it too late, the bomb will explode after you fall beyond it.
Theres also a faster, but somewhat more difficult form of bomb jumping
(Full credit to Kejardon for showing this to me.) called the double bomb
jump. It involves the same principle as slow bomb jumping, that is,
laying a bomb JUST before the other one explodes at the same area.
However, with double bomb jumping, you have to include a second bomb at
the height of your last bomb jump. So, once a bomb propels you up, and
you lay one where the previous bomb was, lay another bomb when you reach
the height of the jump. The former bomb will explode, carrying you up to
the bomb you just laid, which will now explode and send you further up.
It's tricky because the timing has to be precise. If your one pixel off,
the first bomb will fail, and you'll lose your jump.
Q: How do I wall jump? It's so difficult.
A: As Kejardon showed me, your probably timing it wrong. Wait until AFTER
you connect with the wall, then face away and jump. Don't face away and
jump at the same time, or you'll likely mess it up. Take your time, you
have a good 8 or so frames to do it in.
Q: What is the fast way of killing Draygon that i've heard about? I'm
having trouble beating him the normal way.
A: I mentioned this in the main walkthrough, but for you lazy people...
If you have enough energy, destroy the 3 turrets in Draygon's room.
They will all reveal their nodes, which are surging with electricity.
When Draygon makes his appearance, let him hit you with gunk and pick
him up. After you do this, wait until he starts getting closer to the
wall with his loops (He may tail-bash you during this time.). Once your
within range, use the grappling beam and try to hit one of the surging
nodes. If successful, you will grapple to the node, and the electricity
will arc through both of your bodies. It will take about a full tank of
energy from you and kill Draygon within three seconds.
Note: Only do this if you can't fight it out the hard way. It's not very
honorable.
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{<>}6.0: Secrets and glitches.{<>}
----------------------------------------------------------------------
This is just a small section containing a few glitches and secrets. I
will add more in later versions of the guide. Nothing nearly as big as
Brickroads glitch guide (Although I have put several of his mentioned
glitches in this section. Full credit has been bestowed upon him, of
course.).
Secret: Early super missile pack.
Where: Brinstar elevator room (The one with the bridge on the right. The
shutters that get in your way.).
Required: Mockball.
Glitch type: Sequence break.
Description: The first thing you need to know is how to perform a
Mockball. See below (In this section.) for more information. In the
Brinstar elevator room (Not the red one. This one is green.), open the
first door on the right (Closest to the elevator.), then back up a bit.
From the edge of the incline, getting a running start into the room, but
jump JUST before you enter the room. Once the room transition ends,
immediately pull a Mockball on the bridge holding right. Done correctly,
you will roll under the shutters (You are too fast and low for them to
block you.) and onto the other side.
Get the reserve tank and two missile packs, then on your way out, claim
the pack of super missiles in your way. Your not supposed to get these
until you defeat Spore Spawn, so you've just skipped that battle
completely. For some fun, head into Spore Spawns room, then exit the
room via the green door DURING battle. I can imagine how Spore Spawn
feels...
Spore Spawn: HEY! WHERE THE **** DO YOU THINK YOUR GOING!? COME BACK
AND FEAR ME...please?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Secret: Early ice beam.
Where: Norfair elevator room. First door on the left (It's green at
first.).
Required: Mockball. Varia suit (Or lots of energy.).
Glitch type: Sequence break.
Description: In the Norfair elevator room, open the first door on the
left (Closest to the elevator.), them back up to the edge of the incline.
Run left and jump just before you enter the room. Perform a mockball and
roll left, under the shutters. Proceed to the Ice beam.
It's easier to do this Sequence break because of the additional room
you're given. You have room for error here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Secret: Early power bombs.
Where: Brinstar, large red shaft.
Required: Perfected wall jumping. Patience.
Glitch type: Sequence break.
Description: First, you need to wall jump up to the ledge above you.
This is tricky. Use the left wall and rebound as far right as you can.
With the right positioning, you should BARELY make the ledge. Proceed
to wall jump each ledge until you come to the rippers. You need to
destroy each ripper with a super missile. Use wall jumps to reach the
top rippers. Now comes the hard part.
You need to wall jump to the top of the shaft, shoot the ceiling, drop
down to the closest ledge and wall jump again. This is very difficult
because of the incline on both sides, which makes it very easy to hit
your head and drop back to the bottom. You only have one chance to do
this, and if you mess up, you need to reopen the ceiling, which means
you need to wall jump, shoot the ceiling, drop down and try again. Be
prepared for a lot of retries.
Once you are finally through that opening, proceed right, carefully
traverse this room (You are probably weak at the moment.), then in the
elevator shaft, shoot the floor and go collect your power bombs. Get the
second pack in this area if you want (And the missiles.), then go off
and do things your not supposed to do yet. See if you can get into the
wrecked ship right now. (I did. VERY difficult.) It requires horizontal
bomb jumping or the high-speed wall jump. Collect items meant to be
collected later, go into areas without the recommended equipment, have
a ball.
Note: You may want to collect the Hi-jump boots if you have any intention
of getting around Maridia without the gravity suit.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Mockball/Speedball.
Where: Anywhere that theres enough room to run.
Required: Speed booster (Speedball only.).
Glitch type: Exploitable.
Description: This tricky little glitch allows you to retain your running
speed as a ball. I have Brickroad to thank for this.
Start running in the direction you want to Mockball, then spin jump in
that direction. (Wait until you are in a lightspeed dash before doing
this if you are trying to pull a speedball.) Hold down the dash and
jump buttons. (Jump does not need to be held down, but it makes things
a lot easier.) During your jump, press down ONCE. You do not wan't to
morph yet, you only want to crouch. By now, you should be coming to the
end of your jump. JUST before you hit the ground, press down once more
to morph ball and IMMEDIATELY hold in the direction you were moving
(Still holding down the dash button.). If you did everything right, you
will keep your running speed as a morph ball. The speedball is more
cosmetic then it is useful, as once you obtain the Ice beam and early
super missile pack (Which require the speed booster.), the mockball
becomes pretty useless as well.
So, why does this work? Well it's very simple. You've essentially brain
busted the game. What happens is, when you mockball, you've done
everything so fast that the game doesn't even realize that you morphed.
Oh, it certainly shows it, but the game doesn't understand how to deal
with it. It doesn't cause any internal problems, it's just because the
game doesn't know that you morph balled, it doesn't have any reason to
break your speed. Because of how fast you did everything, the game
thinks that your running, even though your in the form of a ball. Very
cool.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Short charge.
Where: Anywhere where theres enough room to go into hyper-speed. (A
little less room is ok, since you don't need as much.)
Required: Speed booster. Good timing.
Glitch type: Exploitable (If you can find a use for it.).
Description: Wherever you have enough room to go into hyper-speed, if
you walk for a split second, THEN hold the run button (While still
moving.), you will be able to go into hyper-speed with a little less
distance. This helps if you need to store a charge and you don't seem to
have enough room to run. (You can only do this if your running room is
"almost" big enough. It still has to be a fair size.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Space/Time beam (Reset the game.).
Where: Createria: The room to the right of the old Tourain escape shaft.
The one where you need to freeze the Boyons to shinespark up a tall
shaft for a pack of super missiles.
Required: Ice beam. Plasma beam. Spazer (Wide.) beam. Speed booster OR
Space jump OR Hi-jump boots.
Glitch type: Exploitable.
Description: In the room I have described, turn around and face the
door you entered. Now, the next part is a bit tricky. You need to equip
the Spazer and Plasma beams at the same time. Go to your equipment menu
and equip the Spazer, then highlight one of the three boot items. (It
doesn't matter which one as long as you have one.) Now, what you need to
do is press left and activate at the SAME time. One of three things will
happen.
1. You will unequip the highlighted boot item. Reequip and try again.
2. You will equip the Plasma beam and unequip the Spazer beam. Reequip
the Spazer beam and try again.
3. You will equip the Plasma beam WITHOUT unequipping the Spazer beam,
and the letters "VAR" will appear next to the beam menu.
When you have done this, unequip the wave beam if you have it on
(CRITICAL!), then unpause. From point blank range, shoot the door once.
Must be point blank or the game will freeze. (There is no sprite for the
Spazer/Plasma beam combo, so the game crashes because it doesn't know
what to do.) Now, when you open the door, the beam collision (It's a
circle. Always happens when your beam collides with a solid object, like
a wall.) should be black. Without moving, turn around and fire the beam
(Your now facing right.) in the open air. The game should SEVERELY slow
down and graphically mess things up, but you should still be able to
move. Turn around and go through the door. If you walk into a mist filled
area, and the door behind you is orange, you have done it. Everything
in the game has reset. The items, the bosses, everything. Go off and
collect everything again. Try fighting Crocomire with your plasma beam.
Really weird.
Note: Save your game after you do the glitch, otherwise the status bar
graphics will remain junky.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Murder beam.
Where: Anywhere, as long as your facing LEFT. (Will crash the game if
you are facing right.) Best used in the battle with Motherbrain.
Required: Charge beam. Spazer beam. Ice beam. Wave beam. Plasma beam.
Glitch type: Exploitable.
Description: To start, you MUST be facing left for this to work. I
recommend using it on Motherbrain. That's where it has the most use. If
you fire the beam to the right, the game will crash, so ALWAYS face
left. Now, Charge your beam, then go to the equipment menu. Do the
Space/Time beam glitch (Equip the Spazer and Plasma beam together.).
Scroll back up if you forgot how. Once you have done this, make sure all
your other beams are equipped. ALL FIVE BEAMS MUST BE EQUIPPED!
Now, unpause, and when you come back to the main screen, your beam should
be a random color. The game picks the color from it's system randomly,
it's usually green for me. Anyway, hold the charge, MAKE SURE YOUR FACING
LEFT, then fire. There won't be a sprite, but you'll hear the shot.
What this actually does is puts an invisible wall of damage pixels at
the end of it's path, I.E when it hits something. Anything that passes
that wall will take damage, and it will stay like this until you exit
the room. That's why it works so well on Motherbrain, because she
always passes the damaging wall, so it will kill her REALLY fast.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Giant Metroid glitch.
Where: Motherbrains room.
Required: Space jump. Varia suit. Gravity suit. Seven energy tanks.
Reserve tanks.
Glitch type: Novelty.
Description: In the battle with Motherbrain, fight your way through until
she decides to use the "Mind laser". At this point, run into Motherbrain
or use Reserve tanks to try and get yourself to seven energy tanks. Then,
unequip the Varia suit. The Varia suit is completely useless after you
get the gravity suit except for one attack, the "Mind laser". That's
right, the laser only checks for the Varia suit, not the Gravity suit.
So when the Varia suit is unequipped, you take a LOT more damage (About
six energy tanks.). So, what you want to do is get yourself down to
seven energy tanks, get hit by the laser, then wait. You should have
less then 200 energy at this point, which means you can't take anymore.
Wait for Motherbrain to move in for the kill. Do not mistake this for
further attacks, such as rings and bombs. She will actually Shreik before
moving in for the final blow. This is your cue. When she shreiks, pause
the game and use your reserve tanks in the inventory menu to take you
ABOVE three energy tanks, then reequip your Varia. The game now thinks
you can tolerate another laser, and Motherbrain has already started
charging her final attack, so she can't do anything about this. Mash the
D-pad to shake off the stun, then space jump up in the right corner.
The giant metroid should rush in and latch on to Motherbrain. Your sprite
will jack up for a minute. Space jump left, then back to the right to
fix this. When the Metroid finishes with motherbrain, it should mess
up one more time. Again, space jump left, then back right to fix this.
You MUST remain in the air the ENTIRE time to make this work.
When the metroid finally latches on to you, it is safe to land. Make sure
you DON'T land as close to the wall as possible. I got stuck in the wall
once and the game froze when the Metroid died. If you did everything
right, you will have total control of Samus with the huge metroid
constantly refilling her. You can injure Motherbrain with the screw
attack at this point, but you cannot kill her, because your still in a
scripted battle. Motherbrain will not die until the Metroid gives in.
See if you can get Motherbrain in the red before the Metroid meets his
maker.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Glitch through zebetites. (Kejardon gets credit for this glitch.)
Where: Tourain, the zebetite room.
Required: Ice beam.
Glitch type: Exploitable.
Description: Unequip the space jump and screw attack. When you first
enter the Zebetite room, run directly under the ledge of the first
zebetite and aim STRAIGHT up. As soon as the Rinka appears, freeze it.
Run right, then spin jump left onto the platform and as close to the
wall as you can. If you did it correctly, you should get hit but take
no damage. This is because the Rinka is putting you one pixel inside of
the wall, so the Zebetite is actually able to injure you, although you
don't take any damage.
WHILE your still invincible from the zebetite hit run right and QUICKLY
spin-jump left and land as close to the wall as you can. Now, you should
be one pixel inside of the wall. If so, just jump up and hold left, and
you should go through the Zebetite with ease. If not, try again. When
you do this glitch correctly, the other three Zebetites will not spawn,
so it's a short run to Motherbrain. This shaves some time off of your
score.
Note: If the room has filled with acid, leave and reenter, then try
again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Free hit against Ridley.
Where: In either battle with Ridley. (You need a gameshark to do this
against Ridley in the space colony.)
Required: Power bombs.
Glitch type: Exploitable.
Description: In either battle with Ridley, BEFORE Ridley appears, lay
a power bomb. The power bomb will actually hit Ridley for damage. Not
much, but it's something.
Note: To do this in the Space Colony, you need to use a gameshark to
start with power bombs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Hidden Ridley sprite.
Where: In either battle with Ridley. (You need a gameshark to do this
against Ridley in the space colony.)
Required: X-ray scope.
Glitch type: Graphical.
Description: In either battle with Ridley, BEFORE Ridley appears, turn
on your X-ray scope and scan the area where Ridley would normally
appear. You will see his sprite against the background (It's black.).
Neat.
Note: To do this in the Space Colony, you need to use a gameshark to
start with the X-ray scope.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Secret: Friendly geemer.
Where: In Crateria, in the passage crossing between outside and in the
spike hall (The one with a chozo statue at the other end. This chozo
shows you a secret passage in the middle of the area.).
Required: Nothing.
Glitch type: Useless.
Description: In said room, you should see a reddish geemer above you.
Do not attack this one, it cannot reach you. Move around to see that
it actually follows you around, kindof like a lost puppy. If you stop,
it will stop and wait for you until you start moving again. Cool.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Glitch: Blue suit glitch.
Where: In the battle with Draygon. You have only one chance. Mess up and
you must resort to a save BEFORE you defeated Draygon.
Required: Speed booster.
Description: Ok, this is hard to explain, but here goes. To trigger this
glitch, you need to kill Draygon with a shinespark. Sounds hard, eh?
Not entirely. For one, hit Draygon with 19 super missiles, then 2
missiles. This will take him to 100HP, more then low enough for the hit.
Now, from the far end of either side of the room (Must be the side where
Draygon comes from.), get hit by the gunk and then start a lightspeed
dash to the other end of the room. If you do this correctly you should
have JUST enough room to store the charge. Do so and QUICKLY shinespark
into Draygon (Face him first.) to finish the battle. Don't do ANYTHING
after you shinespark. The game should set you back to standing mode after
he dies, and you'll now have the blue suit.
With this, anywhere you go you are practically invisible. Break blocks
simply by walking into them (Same goes for enemies.), get to places at
record speeds, have a ball. Be careful however, if you jump, dash, fall
into sand or reset the game, you will lose the suit. Pretend that the
jump and dash buttons do not exist.
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----------------------------------------------------------------------
{<>}7.0: Bestiary.{<>}
----------------------------------------------------------------------
A list of all creatures in the game. A few may be missing and a few may
have incorrect names. All creatures are in alphabetical order. Contact
me if I have made any mistakes. (
Note: Marshmallow gets full credit for this section, because I have a
nobody gamer who doesn't know any of the creatures names. (Ok, I know
some of them, but I made a couple of mistakes from Metroid Prime. What
the hell difference is there between a Skree and a Shriekbat?
---
<A>
---
Creature: Alcoon.
Where: Norfair. Crateria. (A stronger version.)
Description: A dragon type creature that is able to walk on twos. They
spring from the ground when they sense your presence. Kill them before
they have a chance to spit fireballs at you.
---
<B>
---
Creature: Beetom. (I call them Hornoads.)
Where: Brinstar. Norfair. Kraids hideout.
Description: A toad-like creature with a giant green eye. If they latch
on to you (They can jump far distances, so watch out.) they will slowly
suck your energy (Not nearly as dangerous as a Metroid.). Their eye will
become red at this point. Blast them with missiles (Or bombs if they
latch onto you.).
Creature: Boyon.
Where: Brinstar. Crateria. Norfair.
Description: A yellow slime in ball form. When you approach it, it
rapidly bounces up and down. (Think Flubber.) Freeze it at it's resting
spot and use it as a platform.
Creature: Bull.
Where: Wrecked ship. Maridia.
Description: A green ball with many shoots along it's body. These are
for releasing poisonous gas (Which it doesn't do, thank god.). These
will charge at you from out of nowhere. If you only have the Spazer,
Charge it before leting it fly. The Plasma beam will deal with them in
short order.
---
<C>
---
Creature: Cacatac.
Where: Brinstar. Maridia. Norfair.
Description: Cactus creatures that can walk. Every so often they will
unleash a barrage of thorns. Easily killed, and they often leave super
missile refills.
Creature: Choot.
Where: Crateria. Maridia.
Description: What the hell is this thing? They spring up, then swing
back and forth like a sheet of paper, slowly falling to the ground.
Snipe them from a distance, contact with them causes heavy damage.
---
<D>
---
Creature: Dachola.
Where: Brinstar.
Description: One of the animals that helps you out. This particular
bird-like creature will show you how to store a charge and shinespark.
Follow it's example to get out of the shaft.
Note: You can release this creature, but it's tricky. You need to
shinespark in the same spot it's standing about a split-second BEFORE
it shinesparks. If you do it right, you will crash through the two
middle booster blocks, and the Dachola will follow, and the blocks will
close before it falls through. Doesn't do much though, it still tries
to shinespark. (Unless you went into the other room to recharge, in
which case the Bendezium wall will be there. Then it's hilarious.)
Creature: Desseega. (Small and Large.)
Where: Norfair.
Description: A special breed of side hoppers that only resides in
Norfair. Carefully pick them off with whatever you have. The large ones
are very dangerous, so be careful. Screw attack them if you have it.
Creature: Dragon.
Where: Norfair.
Description: Similar to Alcoons, although they never part with the Magma.
They will rise to the surface and spit fireballs. Freeze them and move
on.
---
<E>
---
Creature: Etecoons.
Where: Brinstar.
Description: Furry little aliens that teach you how to wall-jump. Follow
their example and wall jump to the top of the shaft.
Note: At the top, there is a tunnel on the right. Inside is a pack of
power bombs.
Creature: Evir.
Where: Maridia.
Description: Miniature versions of Draygon. These will float down with
the sandfalls and bury themselves in the sand, then continue to pelt
you with large spores. Kill them before they have a chance to bury
themselves.
Creature: Eye door.
Where: Kraids hideout. Wrecked ship. Maridia. Lower norfair. Tourian.
Description: A type of barrier that guards boss doors. Wait until the
eye opens, then pelt it with a missile. Three missiles will destroy it
and reveal the door. (Or just one super missile.) Don't worry about the
energy bolts, they're really weak.
---
<F>
---
Creature: Fire flea.
Where: Brinstar. Lower Norfair.
Description: A small insect that contains a fiery glow inside. These
light a couple of rooms in the game. DO NOT ATTACK THESE!
Creature: Fune. (I call them Wall huggers.)
Where: Norfair. Lower Norfair.
Description: A giant skull that rests on the wall. This will spit
fireballs at you on sight. Freeze them and blast them with a super.
You will encounter stronger versions of these creatures later, called
Nahimes. Freeze them and run.
---
<G>
---
Creature: Gamet.
Where: Norfair.
Description: Large red insects that only reside in Norfair. They come
out of ground nests. Snipe them for refills.
Creature: Geemer.
Where: Crateria.
Description: A wall-crawling creature with a spiked outer shell. More
annoying then dangerous. Snipe them or leave them alone. The grey ones
require the plasma beam or power bombs to destroy.
Creature: Geruta.
Where: Norfair.
Description: The Norfair version of a Reo. Snipe them with caution,
they can do some serious damage.
---
<H>
---
Creature: Holtz.
Where: Lower norfair.
Description: A large purple...thing that behaves similar to a Geruta and
a Reo. Fairly dangerous and resistant. Snipe from a distance.
Creature: Hopper. (Large. Blue.)
Where: Brinstar. Tourian. (Blue hoppers only.)
Description: A creature with two giant hind legs. They hop from side to
side and like to jump on you. Don't let them. Snipe them from a distance.
Be careful of the blue hoppers in Tourian, they can only be injured by
super misiles. Your better off using the screw attack to get past them.
(It won't hurt them, but you won't take damage either.)
---
<K>
---
Creature: Kago.
Where: Crateria. Norfair.
Description: Parasite hives that block your path. Blast them with your
beam kill them. It requires quite a few shots, and all the while
parasites will be hopping out of the nest. Blast them and keep shooting
until the nest is destroyed.
Creature: Ki-hunter. (Green. Dull. Red.)
Where: Crateria. Brinstar. Wrecked ship. (Dull ones only.) Lower Norfair.
(Red ones only.)
Description: A flying mantis-type creature that likes to swoop in on
it's prey. Blast them until they lose their wings, then finish them off.
Be careful of the acid they spit.
Note: Dull ones are stronger, and some are wingless.
Note: Red ones are WAY stronger. Snipe them from a safe place.
Creature: Kobe.
Where: Wrecked ship. (Before you defeat Phantoon.)
Description: Hard to describe. It's like a clump of dead flesh and
skulls. These will only appear before you've defeated Phantoon. Blast
them with your beam weapon.
---
<M>
---
Creature: Magdollite.
Where: Norfair. Lower norfair.
Description: A living part of the lava. When you come within range, it
will rise out of the lava and throw some at you. Shoot the lava it tosses
for refills, then freeze the creature and move on.
Creature: Mella.
Where: Norfair.
Description: The Norfair version of the Mellow. Pick them off.
Creature: Mellow.
Where: Crateria.
Description: Miniature Reos. Pick them off.
Creature: Menu.
Where: Maridia.
Description: The Maridia version of the Mellow. Pick them off.
Creature: Metaskree. (Metal Shriekbat.)
Where: Brinstar. Norfair.
Description: Metal versions of the Skree. (Shriekbat.) Beam weapons
cannot penetrate their metallic shell. Run past them or use super
missiles.
Creature: Metroid.
Where: Tourian.
Description: Exactly what you think. A jellyfish-like creature with
a cool membrane and organs inside. These will latch on to you and rapidly
suck your energy. Freezing them and then blasting them with a super
missile (Or 5 missiles.) is the only way to destroy them. If they latch
onto you, your only hope is to lay several power bombs (It takes three.)
to kill them. Watch yourself around these.
Creature: Mini-Kraid.
Where: Kraids hideout.
Description: A much weaker and much smaller version of Kraid. A super
missile will kill it instantly. It leaves quite a few refills, so do
kill it. Only one exists.
Creature: Motchroid.
Where: Maridia.
Description: This is what you get when you fail to clone a Metroid; a
very weak metroid. All you need to do is shoot them. They are very
susceptible to everything. They can cause damage if they cling to you
long enough, but they can't even latch you. You move an inch and they
have to follow.
Note: Grappling beam will instantly kill them, so use that.
---
<O>
---
Creature: Oum.
Where: Maridia.
Description: An enemy that pretty much every player misses on their first
playthrough. They can only be found in a hidden tunnel in the Motchroid
shaft. (Two rooms after Botwoon.) They will block your path to a secret
missile recharge station. Nothing can destroy them, your only choice is
to bounce over them.
Creature: Owtch.
Where: Maridia.
Description: A spiked shell that pops out of the sand when you approach
it. Hard to destroy, so it's better to ignore them.
---
<P>
---
Creature: Powamp.
Where: Maridia.
Description: A balloon enemy that you can use as a grappling block. Not
much use for them actually, unless you fall below in the grappling room.
Creature: Puyo.
Where: Maridia. Norfair.
Description: Worm-like creatures that lunge themselves at you. More
annoying then dangerous. Blast them from close range.
---
<R>
---
Creature: Reo.
Where: Crateria. Brinstar.
Description: Large moth-like enemies that like to swoop into you. Snipe
them from a distance.
Creature: Rinka.
Where: Tourian.
Description: Fire rings that spawn out of the very walls. They are part
of the Space Pirates defensive systems. Just shoot them to destroy them.
Sorry, they don't leave refills.
Creature: Ripper. (There are also turbo rippers, platform rippers, and
grey rippers.)
Where: Crateria. Norfair. Lower Norfair. Brinstar.
Description: Flying...turtles. They have boosters on the back of their
shells, and are resistant to most weapons, except the screw attack and
super missiles. Freeze them and use them as platforms.
Note: Platform rippers have flat backs to use as platforms, so don't
hurt them. They are usually needed when you find them.
Note: Turbo rippers are really fast, but by the time you encounter them
you will have the screw attack.
---
<S>
---
Creature: Scisor. (Red and blue.)
Where: Crateria. Maridia.
Description: Crab-like creatures. Basically the Maridia versions of the
Geemer. Snipe them from a distance, they can do some fair damage. Be
careful of the spitballs that they launch.
Note: Blue Scisors reside in Crateria, and are basically the same thing.
Creature: Shaktool.
Where: Maridia.
Description: A mechanical digging tool that cuts a path through the
sand for you. Do not destroy it, for it will lead you to the springball.
Creature: Skree. (Shriekbat.)
Where: Crateria. Norfair.
Description: Also called Shriekbats in Metroid prime. These will dive
bomb you once you pass under them, drilling into the ground. Snipe them
from a distance.
Creature: Skultera.
Where: Maridia.
Description: A large purple fish that swims in a predetermined path.
Shoot them from a distance. (Not like you'll ever be in their way.)
Creature: Sova.
Where: Norfair.
Description: The Norfair version of the geemer. It's outer shell is
on fire. Snipe them from safety. (Not always optional.)
Creature: Space Pirate. (Dull. Green. Red. Pink. Yellow. Metallic.
Where: Crateria. Kraids hideout. Norfair. Lower Norfair. Maridia.
Tourian.
Description: The intelligent race of aliens that you are hunting. There
are several types in the game.
Dull: One shot from anything will put them out of commission. They
inhabit Crateria and Tourain. (Only the very end.)
Green: Anything besides the power beam. They inhabit Crateria and Kraids
hideout.
Red: Not very sure about these guys, but probably anything besides the
power beam. Speed booster also makes quick work of them. They inhabit
Norfair.
Pink: These can only be injured with the Plasma beam. Quite dangerous.
They inhabit Maridia.
Yellow: Can be injured with anything other then regular beam shots. They
inhabit Lower Norfair.
Metallic: You must jump over them to turn them yellow, upon which they
are vulnerable. Use charged plasma beam shots or super missiles. Only in
Lower Norfair.
Creature: Squeept.
Where: Norfair.
Description: A creature that leaps out of the lava, jaws snapping.
Freeze them and jump over them.
---
<T>
---
Creature: Tatori.
Where: Maridia.
Description: A giant turtle that rises out of the ground and out of the
water for a short time. You can use it's huge back as a platform to
reach and energy tank. (And a WELL-hidden pack of missiles.)
Creature: Baby Tatori.
Where: Maridia.
Description: Children of the Tatori, they stay alongside their mother.
Avoid them.
---
<V>
---
Creature: Viola. (Red and blue.)
Where: Norfair. Lower Norfair. (Blue type only.)
Description: A fireball with a face. Red violas bounce off of walls, and
blue violas crawl along the walls. Snipe both types from safety.
---
<W>
---
Creature: Waver.
Where: Crateria. Brinstar. Norfair.
Description: A plane-like enemy that flies in an odd pattern. They
randomly change heights, which makes them difficult to snipe. Take
aim and blast them out of the sky.
Creature: Work robot.
Where: Wrecked ship.
Description: Just that. A work robot. Shoot them at close range to move
them out of the way. Don't stray too far or they will fire energy rings
at you.
---
<Y>
---
Creature: Yapping maw.
Where: Crateria. Brinstar. Norfair. Maridia.
Description: A snake-like enemy with pincer-like jaws. When you approach,
it will snap out and try to grab you. If successful, it will drain your
energy and drop you into whatever lies below. (Usually spikes or lava.)
Freeze them and move on. (Or use a super missile if they get REALLY
annoying.)
Creature: Yard.
Where: Maridia.
Description: An odd enemy. These are basically snails with a metallic
shell. These will charge at you on sight, so shoot them away. They are
VERY difficult to kill, but it is fun to kick them around like a soccor
ball. See how far you can go.
---
<Z>
---
Creature: Zeb.
Where: Brinstar.
Description: Red beetles that fly. They come out of pipes. Snipe them
for refills.
Creature: Zebbo.
Where: Brinstar. Lower Norfair.
Description: Hornets that fly out of nests in the floor. Snipe them for
refills. (Not Zebs.)
Creature: Zeela.
Where: Brinstar.
Description: Brinstars version of the Geemer. They have really long eyes.
Snipe them from safety.
Creature: Zero.
Where: Brinstar.
Description: A blue slug that crawls along the wall, floor...wherever.
You'll see it in it's shell before it goes anywhere. Snipe them from
safety.
Creature: Zoa.
Where: Maridia.
Description: Purple creatures with a large eye that rise from nests.
Snipe them for refills.
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----------------------------------------------------------------------
{<>}8.0: Boss battles.{<>}
----------------------------------------------------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Ridley. Power beam: 20. %
%Hit points: 2000. %
% %
%Attacks. %
%Fireball: 3. %
%Body: 5. %
%Tail: 15. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, the tail does a large amount of damage, so try to avoid
contact with it.
There ae two ways to fight this battle.
*******************
*The fighters way.*
*******************
Shoot ridley like crazy, dodging his attacks. Stay on the left side of
the door when your attacking him, don't ever go on the floor. If he
shoots fireballs, jump over them. Very simple. If he decides to ram you,
wall jump as fast as you can, and try to stay up there until he backs
off. You'll more then likely get hit though. If he makes a circular swoop
at you, jump to avoid the tail swing.
20 x 100 = 2000 HP. You need to shoot him 100 times with your power
beam. He will gradually change colors as you do so, from a pale brown,
to a faint red, to a very bright red. Once you've taken him to 1HP, he
will accidentally drop the Metroid. Don't go over to it though, he will
come back down to get it, then take his leave.
****************
*The wimps way.*
****************
Run to the right corner of the room and crouch. Try to get hit by his
tail deliberately. At 29 energy, he will fly off.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Torizo. Power beam: 20. %
%Hit points: 800. Missiles: 100. %
% %
%Attacks. %
%Slash: 10. %
%Energy wave: 10. %
%Body: 8. %
%Bombs: 8. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
An easy boss, actually. If you took my advice, you should have a full 10
missiles, which is all we need. All you need to do is jump up and shoot
at his weak spot, the chest plate. Put a half-second delay between each
missile, or some of them won't register.
At 460 damage (5 missiles.), the chest plate will be blown apart.
Nothing changes here. At 720 damage, his face will be blown off, and he
will gain a 200% speed boost. Eliminate him quickly with a few shots.
To dodge the bombs, just shoot them. They sometimes leave energy and
missile pickups. To dodge the energy waves, wait until you see the waves
trajectory. If it's aimed high, morph into a ball to duck it. If it's
aimed low, jump over it. As for dodging the slash and body contact,
don't count on it. Even if you wall jump, you'll more then likely get
hit anyway.
If your only using the power beam, go all out. Aim up and fire, or just
jump and fire. After 23 hits, his chest plate will be blown off. Keep
firing. His face will blow off at 36 hits. 4 more beam shots will do it.
If you use missiles, it only takes 8 of them. His face won't get to
phase 3. He will just die on the 8th hit.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Spore spawn. Charged power beam: 120 %
%Hit points: 960. Missiles: 100. %
% %
%Attacks. %
%Spore: 4. %
%Body: 12. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Spore spawn is weak to the charged beam. It will do 2x
it's normal damage in this battle. (It normally deals 60 damage.) Still,
Missiles are faster.
To avoid the spores, simply shoot them. They sometimes leave energy and
missile pickups behind. To dodge the actual boss, simply morph ball and
stay in a corner.
When the boss exposes his core, that is your cue to attack. If your using
the charge beam, you can only get in one shot, and since you don't have
time to recharge it, you must make it count. If your using missiles, you
can sometimes land two or even three missiles while the core is closing
up.
After about 550-600 damage, Spore spawn will get a lot faster, and leave
less time to attack. Once he starts going ape****, stay rolled in the
corner until he opens up, then take a shot. Keep this up until he dies.
It will take either 8 charged shots or 10 missiles.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Kraid. Charged spazer beam: 120 %
%Hit points: 1000. Missiles: 100. %
%One of the four guardians. Super missiles: 300. %
% %
%Attacks. %
%Claw boomerang: 10. %
%Rail spine: 10. %
%Body: 20. %
%Spikes: 16. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Arg, this thing is HUGE! How do you fight something this big? That's
right, you find a weak spot and hit that. Shoot Kraid in the eyes and
they will flash for a second. After that, his mouth will open. Well,
what are you waiting for? Shove a super missile down his throat.
With one shot, Kraid will pull the rest of his body from the ground. Now
the true fight begins.
Most of the ceiling has crumbled away, save for a few spaced out sections
that will serve as platforms. Get on these platforms, jump up and shoot
Kraid in the eyes, then jump again and launch a Super missile right into
his mouth.
His attacks: To dodge the claw boomerang, just shoot it. It sometimes
leaves energy/missile pickups behind. To dodge the rail spine (It shoots
from one of his two belly buttons.), just jump over it. You won't take
damage as long as you don't touch the sharp end. As for kraid, don't get
TOO close to him, but close enough to land some shots.
If you run out of super missiles, switch to charged spazer shots. They
deal more damage then missiles at this point. Shoot him once with an
uncharged shot, then charge it, jump up, and fire. Due to the wide arc
of this weapon, your aim must be precise. Aim a little bit high just to
make sure.
It will take either 4 super missiles, 10 missiles, or 9 charged spazer
shots.
Also, incase you were wondering what I meant by "one of the four
guardians", don't worry about it right now. It won't make sense until
WAYYYYYYYYY later.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Crocomire. Charged Spazer/Ice/Wave: Two steps. %
%Hit points: Hit counter. Missiles: One step. %
% Super missiles: Three steps. %
%Attacks. Power bombs: PISS HIM OFF! %
%Slash: 20. %
%Fireballs: 10. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Crocomire doesn't have a set amount of HP, he merely
takes a step back every time something damaging hits him. This is the
key to winning the battle.
First off, DO NOT USE POWER BOMBS IN THIS FIGHT! They make Crocomire very
angry, signified by him charging you and practically running you over.
Power bombs = very bad idea.
I suggest missiles here. They're fast and accurate. Charged shots are
tricky to aim in this battle, so don't use them unless you've already
got one charged. Super missiles should be used when you have a clean
shot.
Attacks: To dodge the fireballs, get back and shoot them. They sometimes
leave refills. Be sure to get some space because the fireballs have a
half second of invulnerability. Your shots will negate in midair. As for
the claw slash, just don't get near him. Simple.
When he opens his mouth, let a missile fly right down his throat. Keep
doing this whenever he opens his mouth. Once he gets onto the weak area
of ground, switch to super missiles. A few of those should send him
back far at this point.
Eventually, you will herd him onto the bridge, which will collapse under
his own weight. He will fall into the acid and begin to melt, which is
actually a pretty cool scene. Eventually, he will fall in for good.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Phantoon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 2500. Missiles: 100. %
%One of the four guardians. Super missiles: 600. (AVOID!) %
% %
%Attacks. %
%Flames: 20. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
If you notice the weapon statistics, super missiles inflict 2x their
normal damage against Phantoon, although I do not recommend using supers
against Phantoon.
Why not use super missiles? They piss Phantoon off. When you hit him with
an attack that deals over 500 damage, Phantoon will rematerialize in the
center of the room and slap you with wave after wave of flames. He does
this in reverse motion, once clockwise, once counterclockwise, in a
pattern 8 times. You can shoot them for refills, but you'll more then
likely get hit. For this reason, we will be using charged Spazer/Ice/Wave
shots for the battle.
When Phantoom first appears, he will fly around the room in a horizontal
figure-8 type pattern, dropping flames randomly along the way. When he
opens his eye is your key to attack. Fire a charged Spazer/Ice/Wave shot
or 3 missiles. If your unable to get an attack in, wait until he finishes
drpping randomly flames. He will rematerialize with his eye open. Blast
it right there (You have more time.) and he will repeat his figure-8
pattern. Keep doing this for the entire fight.
Dodging his attack: Simply shoot the flames and they will be destroyed.
They sometimes leave refills. Be careful about timing; until the flame
hits the ground, it is not counted as a projectile, just a harmless
sprite. This is more difficult to do with flame waves, since they come
at you so fast. Just brave each flame when Phantoon exposes his eye.
After you've hit him with 8 charged Spazer/Ice/Wave shots, equip your
missiles and wait for him to open his eye. Fire one more missile to end
the battle.
Note: If you only use charged Spazer/Wave shots (De-equip the Ice beam.),
Phantoon won't dissapear after a charged shot. He will still float around
as if he was hit by a regular missile, allowing you to hit him with two
more charged shots for a total of 600 damage. It's up to you whether you
want to do this or not.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by: Corbin.
In your guide for Super Metroid, you said that you shouldn't use super
missles on Phantoom, because then he uses his eight fire things. It's
easy to dodge that assault. Start in the right corner (In ball form),
and after he uses a flame go to the left corner in ball form and then
alternate the corners with each assault. This is easier than using
charged blasts. Thanks for your time
Corbin
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's an interesting tip. I did hear rumors about a safe spot during the
flaming waves, but even so, I still say it's risky. That, and the fact
that it takes longer then beating him with conventional means, so it's
up to you whether or not you wan't to take the risk. Nice discovery
nevertheless.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by Robert R. Stein.
When fighting Phantoon, you remarked that using Super
Missiles is extremely hazardous due to the half-rings of
flames Phantoon will start shooting out after being damaged
by a super missile.
At this point, I always have used Super Missiles to kill him
[since I always only had 5 at the time, I unload them on my
bosses].
A way to stay safe from his flames, after hitting with a
super missile, or just in general...
After hitting Phantoon with a Super Missile, IMMEDIATELY nul
your weapo n selection [thus going to your laser
combonations, make sure Charged Beam is on]. Charge up your
blaster as fast as possible, and hold it.
Just as each wave of fire comes from Phantoon, spin jump
into the flames.
Having the charge and spin jumping creates a pseudo-screw
attack, which makes you impervious to numerous attacks, such
as Phantoon's flames, at least until you land or leave spin
jump. Also, unlike when using the Pseudo-Screw attack, the
flames will NOT negate your charge, like when you collide
into an enemy, thus you stay safe until you release your
charge.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's a really clever trick to avoiding damage. Nice job discovering that.
This opens the strategy up a little. If you're willing to spend a bit more time
with Phantoom,
in exchange for a safer victory, go ahead and use this strategy. If not,
refrain from using Super
Missiles.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Botwoon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 3000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. %
%Poison bolts: 24. %
%Body: 32. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
It's your choice whether you use super missiles or charged Spazer/Ice/
Wave shots. Both do the same amount of damage. It's recommended that
you use super missiles, since it's difficult to hit him with charged
Spazer/Ice/Wave shots due to the wide coverage of the shot. If any part
of the beam hits his body, it will be negated.
Botwoon can only be injured with headshots, the rest of his body is
invulnerably to everything. Aim carefully at his head and fire.
Dodging his attacks: Theres not much you can do about the bolts. They
cover a wide area and are clustered fairly tight. Just take them as they
come. As for dodging his body, if you stay all the way to the left, he
can't touch you.
If your out of super missiles, switch to regular missiles. Go ahead and
be liberal with their use, since his head is a small target.
At 1200HP, he will speed up significantly, and again at 600HP. He stops
using poison bolts at this point, so as long as you stay on the left side
your safe. Aim carefully and land him with a few more shots to finish
him.
He will die after 10 super missiles, 10 charged Spazer/Ice/Wave shots,
or 30 missiles.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Draygon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 6000. Missiles: 100. %
%One of the four guardians. Super missiles: 300. %
% Grappling beam: A LOT! %
%Attacks. %
%Gunk: Lethargy. %
%Body: 40. %
%Tail bash: 40. %
%Turrets: 32. %
%Power node: 4. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
At the bottom of the room, head left, ignoring the turrets to find a
group of Evirs (Miniature versions of the boss.). They will all swim in
a circular pattern to the right, then when they all dissapear, Draygon
will appear. The battle is on.
First off, if you haven't done so already, destroy the turrets aligned
on the wall. They really get in the way.
Dodging Draygons attacks: To dodge his swoop, morph into a ball and
stay still. He will swim harmlessly overhead. To dodge the turret fire,
just destroy them with a super missile each (Or 3 missiles.). To dodge
the gunk, shoot each burst. They sometimes leave refills, but theres
quite a bit of them, so don't go collect any refills unless your sure
you won't get hit. If the gunk does hit you, rapidly press left and right
in a simultaneous flow to break free. You do NOT want to be subject to a
tail thrashing.
Now, there are two ways to take this battle.
***************
*The fast way.*
***************
Fast is actually very beneficial, as it will only cost us a small but
negligible amount of energy. After you destroy each turret, you'll notice
an electrical current behind it. This is a power node, and now that the
turret is no longer connected, it's basically a live wire. When Draygon
comes in to spew gunk, let the gunk hit you so that he picks you up.
Stand as far left as you can to make this strategy work easier. As he
floats to the top, he will swim from side to side in a circular pattern,
occasionally tail bashing you along the way. When you get close enough to
a power node on the left wall, equip the grappling beam and do your
damn best to latch on to it. The raw amount of electricity will injure
you gradually, but it will also channel through your body to Draygon
(Who is still holding you.). Hold the current for about three seconds and
the electricity will fry Draygon, killing him instantly.
***************
*The mans way.*
***************
So you want to finish this battle off showdown style, eh? Good for you.
Start by destroying all the turrets. They get in the way. Now, wait
until Draygon comes in to spew gunk at you. Shoot them off with your
beam, then when they stop coming, arm your super missiles. As he makes
a pass, just stand there and pelt his stomach with missile after missile.
You can hit him with about 10 supers on the first pass if your good.
Don't bother dodging the pass, just take the hit in exchange for tons of
supers in his stomach. Morph ball on the floor until he stops making
swoops, then repeat the strategy when he comes to throw gunk again.
It will take either 20 Super missiles, 20 Charged Spazer/Ice/Wave shots,
or 60 missiles to end the battle. I believe pseudo screw attacks do 200
damage, though I don't recommend using them unless your attempting the
"Blue suit" glitch, which I will talk about in the "Glitches" section.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Golden Torizo. Charged Plasma/Ice/Wave: 900. %
%Hit points: 13500. Missiles: None. %
% Super missiles: 600. %
%
%Attacks. %
%Energy wave: 30. %
%Body: 40. %
%Eye rings: 2. %
%Bombs: 20. %
%Super missile: 50. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
This is a lot like the Torizo you battled in Crateria, only tougher and
a lot more resiliant.
First of all, even though super missiles are capable of damaging Golden
Torizo (And deal 2x their normal damage against him.), don't use them.
Most of the time he will catch them and toss them back at you. And
missiles don't even touch him. Ouch. Stick to charged Plasma/Ice/Wave
shots. They do even more damage then super missiles.
Dodging his attacks: To dodge the energy wave, simply space jump over
them. He still only launches 8, except this time he does it a lot faster.
You have plenty of room to jump, so don't worry. To avoid touching him,
jump over him when he corners you. Don't do it in the middle of the
field; he likes to jump now and then, this can catch you off guard. The
bombs and eye rings won't injure you until they explode, so avoid the
rings and shoot the bombs, they sometimes leave refills. If he catches
a super missile (Shame on you! DON'T USE THEM!) jump to avoid the blast
(He throws it at your feet.).
This is easy. Simply charge your beam and let him have it. Each beam
shot does 900 damage, so even with 13500HP this will drain it in a hurry.
It takes 15 charged Plasma/Ice/Wave shots to do him in.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Ridley. Charged Plasma/Ice/Wave: 900. %
%Hit points: 18000. Missiles: 100. %
%One of the four guardians. Super missiles: 600. %
% Power bombs: 200 per hit. ($) %
%Attacks. ($) "May hit twice." %
%Body: 40. %
%Fireballs: 15. %
%Tail: 30. %
%Acid: Gradual. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Samus feels a desperate need to protect that Metroid. After all, it did
follow her like a child...Anyway, Ridley will fly up to the top of the
room, then the pit below the platform will fill with acid. Great...
We are going to use super missiles for this battle. Although the charged
shots do more damage, they take longer because you have to...well, charge
them. Super missiles do a hefty chunk of damage with each hit and fire
quite rapidly. Stick to those for the entire battle.
Dodging his attacks: At first, Ridley will only use tail bouncing,
fireballs, and grabs. When he tail bounces, morph into a ball and roll
under the tail, then jump to get him to stop bouncing. Take a shot or
two at this time. Theres not much you can do against the fireballs except
screw attack through them. As for the grab, don't ever try to stand under
ridley and it won't happen. The grab forces you to either touch Ridley
or his tail, so it will do either 30 or 40 damage.
At 14500HP, Ridley will start doing U swoops. That is, he flies to one
corner of the top of the room, then flies down in a U shape and flies
back up to the other side. The only way to avoid this is to space jump
over Ridley as he makes a swoop. After he makes a swoop, space jump
against the opposite wall to avoid his follow up attack (He will come
down and try to smack you with his tail.).
At 9000HP, Ridley will get a 50% boost of speed, which is signified by
a color change. He will gain another 25% boost in speed at 4500HP, marked
by another color change. At 0HP, Ridley will go berserk. A few hits from
anything at this point (Or simply letting him grab you.) will destroy
him.
When Ridley tail bounces and is facing left, run ALL the way to the left
of the platform and face right. With your foot off the edge of the
platform, Ridley can't harm you from here. Take this time, aim straight
up and shove a super missile or 10 right up his ass. He will probably
face right at this time and bounce again. Roll left under his tail and
jump up to cancel the bounce, then pelt him with more supers. Whenever
he's not attacking you, blast him with whatever you've got: Charged
shots, missiles, supers. Hell, even power bombs damage him. A power
bomb can even hit him twice, just like with enemies close to the blast.
It will take either 20 charged Plasma/Ice/Wave shots, 30 super missiles,
or 180 missiles to put Ridley on the floor for good.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Motherbrain. Charge beam: No effect. %
%Hit points: 3000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. Glass requires 6 missiles... %
%Glass: 15. ...to make an opening. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
This is actually very easy. Arm your missiles and fire at the glass
container 6 times to make an opening. Switch to your super missiles and
cover the walls with brain residue. Don't jump onto the brains platform,
the glass injures you. Carefully dodge the Rinkas and turrets (Or
ignore them. You have plenty of energy.) and avoid falling into the
acid.
10 direct hits with super missiles or 30 missiles will destroy the
brain.
------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Motherbrain. Charged Plasma/Ice/Wave: 900. %
%Hit points: 18000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. %
%Eye beam: 30. %
%Body: 30. (No invulnerability period between hits.) %
%Blue rings: 20 per ring. (No invulnerability period between rings.) %
%Bomb: 40. %
%Bomb explosion: 20. %
%Supernova laser: 200. (When under 4500HP.) %
%Mind laser: 300. (Final attack. Causes paralysis.) %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
First of all, Motherbrain will just stand there and mean-mug you (Give
you the evil eye.). Teach her a lesson by plugging that eye with a
super missile or 10. Then she will actually begin to pound you with
attacks.
Dodging her attacks: To dodge the eye laser, simply stay on the ground.
It always goes straight, so as long as you don't jump into it, you're
fine. To dodge the blue rings, predict their trajectory and act
accordingly. If they fire above you, stay on the floor and let them pass
overhead. If they are going to hit you, jump at the last second; they
travel somewhat slow. To dodge the bomb, stay away from it, then jump
before it stops bouncing off the ground. This is when it explodes.
If you timed it correctly, the explosion will harmlessly dissipate below
you.
For attacking Motherbrain, simply aim up and unload all of your super
missiles; you should have at least 30. After your out of super missiles,
switch to missiles OR charged shots. It doesn't matter which because
they're both pretty equal in terms of damage. The beam hits MUCH harder,
but you could pull off 5 or 6 missiles in the time it takes to charge
one beam shot.
At 4500HP, Motherbrain will reel her head back and start using a new
attack; the supernova laser. This evil, evil weapon is a giant beam
fired from Motherbrains hands. This beam terrorizes the very wall it
hits, shaking the room without effort. If this ghastly weapon touches
you, say goodbye to TWO full tanks of energy. (200 units.) At this point,
it should only take you five charged shots to take Motherbrain to 0HP,
where shes finally had enough of you.
Motherbrain will reel her head forward...that's not good. In a couple
of seconds, energy begins to gather within Motherbrains...brain. Keep
hitting her with whatever you have until she finally releases her
ultimate attack; the "Mind laser". This devastating weapon slams you
against the wall, draining your energy at an alarming rate. Within
seconds, you have lost THREE full energy tanks (300 units.). You'll also
notice that your secondary weapons (Missiles. Super missiles. Power
bombs.) have been drained completely. When the attack finishes, you drop
to the floor and on your knees.
Note: If you do not have at least three full energy tanks (Or reserves
to take you to three energy tanks.) by the time Motherbrain unleashes
her "Mind laser", it will kill you automatically. Stay above 300 energy
at all costs.
If you are able to withstand another mind laser, you are given the chance
to stand up and keep fighting. Mash the D-pad and you should get to your
feet. Since your secondary weapons have all been drained, the only thing
you can do is keep hitting the brain with charged beam shots. It is
hopeless, however, as Motherbrain will charge the laser again and
plaster you against the wall. You can keep getting up as long as you are
able to survive another blast, but eventually you will be unable to take
anymore.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Final battle: Motherbrain. Hyper beam: 1000. %
%Hit points: 36000. %
% %
%Attacks. %
%Eye beam: 30. %
%Body: 30. (No invulnerability period between hits.) %
%Blue rings: 20 per ring. (No invulnerability period between rings.) %
%Bomb: 40. %
%Bomb explosion: 20. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Aim straight up and witness the Hyper beams power as Motherbrain reels
back from each hit. Don't worry about dodging her attacks. Although
they still injure you, you have far too much energy for it to matter.
After about 20 hits, Motherbrain will begin to change color. The weapon
is beating the crap out of her.
36 shots is all it takes to end this glorious battle.
-------------------------
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______________________________________________________________________
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{<>}9.0: Expansion powerup checklist.{<>}
----------------------------------------------------------------------
A list of all expansion packs in the game. Expansion powerups are supply
increases for secondary items, such as missiles, energy tanks, and power
bombs.
I will list how many expansion packs are in each map, then number them.
These are NOT the order in which you collect them, these are merely
locations to help you find specific packs if you miss them in the main
guide.
If I say, for example, in the same room as missile expansion #1, assume
it's the expansion for THAT particular area.
If you don't understand some of my directions, check Zerics or Khoros
maps. Both are incredibly detailed and show the location of all items.
$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Missiles.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total missile expansions in the game: 46. (230 missiles.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 8.
Expansion #1.
Required: Morph ball. Bombs.
Where: In the door to the left of the main Craterian room, in the middle
of the gap. Roll through the tunnel (Bombing the Bendezium blocks in
your way.) and enter the next room. Claim the missile pack in the Chozo
statues hand.
Expansion #2.
Required: Morph ball. Bombs.
Where: At the bottom of the old Tourian escape shaft, go into the room
where you battled Motherbrain in the first game. Lay a bomb on her life
support container to discover a secret passage. Bomb your way down to
find a well-hidden pack of Missiles.
Expansion #3.
Required: Nothing.
Where: In the shaft to the left of the acid rooms, the same shaft with
the green space pirates. Drop through the crumbling blocks and shoot
the wall blocking the missile pack along the way. Jump through and claim
the pack of missiles.
Expansion #4.
Required: Nothing.
Where: Same as expansion #3, except it's on the opposite wall. To make
things easier, try and drop down through both blocks at the same time,
so you can get both missile packs without having to backtrack.
Expansion #5.
Required: Grappling beam. (Or a well-timed jump.) Power bombs.
Where: This missile pack is in the middle of the lake, the one you
have to cross to get to the main entrance of the wrecked ship. It will
be sitting on a pillar in the middle of the lake, just grapple or jump
to it. You need power bombs to open the door before it.
Expansion #6.
Required: Morph ball. Bombs.
Where: In the giant lake before the wrecked ship. Walk along the ground
to the right until you hit the water. That's ok. Keep going until you
drop down to the watery floor below. When you do, head left and shoot the
wall here to reveal a tunnel. Jump, quickly morph, and roll through.
Grab the pack of missiles at the end.
Expansion #7.
Required: Nothing.
Where: On your way to the Gravity suit, when you head outside of the
wrecked ship to the spiked hallway, you should notice a platform ripper
flying about. Jump on it and wait for the next one, until you reach the
top ripper. Let it carry you left until you spot the stalagmite (Chunk
of rock.). When you do, shoot it to reveal a pack of missiles. Spin
jump against it to collect them.
Expansion #8.
Required: Super missiles. Morph ball.
Where: Same area as expansion #7. Drop down and head all the way left,
ignoring the first hidden tunnel you come to. You should see another
tunnel over here. Blast the block with a super missile, then drop down
and roll left. You should find the missile pack over here.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 12.
Expansion #1.
Required: Morph ball.
Where: Blue area of Brinstar, near where you get the Morph ball. Go
through the right door and drop down the sandstone blocks, then roll
through the left tunnel and go in the door. Inside is a pack of missiles.
Expansion #2.
Required: Morph ball.
Where: Back in the sandstone room, go through the red door on the right.
Run to the end and roll under the obstruction. Collect the pack of
missiles.
Expansion #3.
Required: Speed booster. Gravity suit. Power bombs.
Where: In the same room as expansion 2, lay a power bomb under the
obstruction to clear away portions of it. You should now be able to
run under it. Go left, then start a lightspeed dash to the right and
store the charge directly under that tiny shaft in the middle of the
obstruction. Shinespark straight up that narrow shaft, and go through
the door on the left. Here, use the X-ray scope to locate an invisible
bridge above you, then jump to it (Not possible without the gravity
suit.) and run all the way to the end. (Ignore the boulders.). Inside
the door is the missile pack.
Expansion #4.
Required: Nothing.
Where: Bomb the small ramp under expansion #3 (To the left.) to find
another missile pack.
Expansion #5.
Required: Nothing.
Where: First room on the right, closest to the elevator. (Green area of
Brinstar.) Fall through the area between shutters and claim the missile
pack.
Expansion #6.
Required: Speed booster.
Where: Run through the shutters in the same room as expansion #5. In the
next room, roll through the tunnel and collect the pack of missiles.
Expansion #7.
Required: Speed booster.
Where: After acquiring missile expansion #6, bomb the wall next to it to
find expansion #7.
Expansion #8.
Required: Nothing.
Where: At the bottom of the pink room, near the obstruction that leads
to the charge beam.
Expansion #9.
Required: Grappling beam OR wall jumping.
Where: In the pink room, in the middle of the room is a valley with
hoppers inside. Go in there and use the grappling blocks to swing across
the valley to find a missile pack. OR you could drop down to the bottom
of the valley and wall jump to the missile pack.
Expansion #10.
Required: Hi-jump boots OR wall-jumping.
Where: In the room past the pink room (The one with pipes, which also
has a door that leads back to blue Brinstar.), head to the middle of the
area where you should see a pipe high up on the wall. Jump with your
H-jump boots or wall-jump up there to get inside, then roll to the
right. Claim the pack of missiles.
Expansion #11.
Required: Power bombs.
Where: In Red brinstar, in the room where you obtain your first pack
of power bombs. Bomb the wall behind the power bomb pack and collect
the missile pack.
Expansion #12.
Required: Power bombs. Spring ball OR bomb jumping.
Where: This one is actually in Kraids hideout, but Kraids hideout is
considered a part of Brinstar. Go figure. Head into the room with the
Ki-hunters (This room has the passage leading into the actual hideout.)
and go right. Lay a power bomb at the wall to reveal a passage above.
Use the springball to get up there or bomb jump into the tunnel. Follow
it right and collect the exposed pack of power bombs.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 11.
Expansion #1.
Required: Nothing.
Where: In the room before the Hi-jump boots, climb to the top and roll
through the tunnel (On the right.) to find the missile pack.
Expansion #2.
Required: Nothing.
Where: On your way to the bubble room (From the elevator.), you will
cross two large superheated rooms. There are three valleys in the second
room. Go into the middle valley, drop into the lava (Be quick.), and
bomb the right side of the little alcove there to find the missile pack.
Expansion #3.
Required: Nothing.
Where: In the green bubble room, go all the way to the right and shoot
out the floor. Follow it down and jump over the spikes to collect the
missile pack.
Expansion #4.
Required: Grappling beam OR ice beam.
Where: In the green bubble room, there is a set of grappling blocks.
Use them to swing across to the green door on the left OR freeze a waver
with the ice beam and jump to that point. Blast the door and head inside
for the missile pack.
Expansion #5.
Required: Nothing.
Where: There is a hidden tunnel on the left wall in the same room as
Expansion #4. Shoot the bottom portion to find a shutter, then shoot the
top to find the tunnel. Roll through and head into the next room. Go
all the way to the left and shoot the last tiny platform for the
missile pack. There is also a reserve tank in here.
Expansion #6.
Required: Nothing.
Where: In the room before the wave beam. Slowly jump from platform to
platform, open the shutter and claim the pack of missiles.
Expansion #7.
Required: Nothing.
Where: In the doorway JUST before the speed-booster room, shoot straight
up to find a well-hidden pack of missiles.
Expansion #8.
Required: Grappling beam OR wave beam.
Where: In the bottom-right room (VERY bottom.) near the elevator shaft.
If you come from this entrance, you need the wave beam to open the
shutter. If you come from the other entrance, you need the grappling
beam to get across. Either way, collect the pack of missiles.
Expansion #9.
Required: Good jumping skills.
Where: In the tall shaft with the many crumbling blocks, the one you get
to by taking the secret path in the shutter room. This is tricky. You
need to shoot the wall that guards the missiles, then QUICKLY jump to
the platform in the middle of your screen (Be careful of the one your
standing on, it's a crumbler as well.), and quickly jump off of that
one to the missile pack WHILE it's still exposed. You cannot shoot it in
midair, because you need the spin to grab it. Grab it and move on.
Expansion #10.
Required: Nothing.
Where: At the bottom of the shaft, a few rooms after Crocomire. Drop down
until you see a door on the right. Head inside and follow it to the end,
where you'll find a missile pack. Be careful of the acid.
Expansion #11.
Required: Speed booster.
Where: This one is tricky. It's in the room where you have to make a
spinning jump to the upper-left doorway, the one that leads to the
grappling beam. Clear all the debris and enemies here, then lightspeed
dash left and store the charge just before you hit the end of the ramp.
Now, quickly drop into the lava, head a LITTLE bit left and shinespark
straight up. When you hit the top, hold right and you will HOPEFULLY
land on the incline above. Grab the missile pack and fall back down.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 3.
Expansion #1.
Required: Nothing.
Where: In the main deck, below the entrance is a bombable section on the
left wall. Find it and head inside. This room has many spikes in it. Go
left, avoiding the spikes and grab the missile pack at the end.
Note: If you do this before fighting Phantoon, the spikes will not have
power, so you can get the missile pack safely.
Expansion #2.
Required: Nothing.
Where: After defeating Phantoon, head back to the main deck and proceed
to the VERY top of the room. Go through the ceiling door. Here, kill
all of the enemies, and the doors on either side will unlock. Go into
the door on the right. Here, follow the passage right, shooting all of
the work robots in your way, and collect the pack of missiles.
Expansion #3.
Required: Nothing.
Where: In the long spiked hallway, after the Chozo statue carries you
into a secret passage, bomb the floor underneath and follow the tunnel
to the right. Lay a power bomb to clear the ceiling, then follow the
passage right and collect the pack of missiles.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 8.
Expansion #1.
Required: PRECISE use of the speed booster.
Where; In the first room of Maridia, from the glass tube, go into the
door on the right. Kill all the enemies in here, then go back and open
the door. Open the shutter, head right, then start a lightspeed dash to
the left. Store the charge JUST before heading into the door. Proceed
inside. Now this part is tricky. Head left where you'll see a row of
plants. Two of these plants are more noticeable. Stand DIRECTLY on top of
the left-most noticable plant and shinespark STRAIGHT up. You should
squeeze between a few platforms and collect a WELL-protected missile
pack in the ceiling. That was the most difficult pack, so rest easy.
Expansion #2.
Required: Grappling beam.
Where: In the room with the Tatari and the energy tank. Let the turtle
carry you to the top, swing on the grappling block and launch yourself as
far right as you can. You should land on a little outcropping on the
wall. Shoot STRAIGHT down, then spin jump left and hold right (You must
still be in a spin.). You should collect a VERY well-hidden pack of
missiles in the wall.
Expansion #3.
Required: Nothing.
Where: In the purple metallic shaft, take the upper path to be in a
sandy area. Go all the way right and through the wall to find a pack
of missiles.
Expansion #4.
Required: Nothing.
Where: In the same room as expansion #3, head up until your out of the
water and go inside the left door. Follow it all the way left until you
come to a dead end. Go through this dead end (It's an invisible wall.)
and jump up the ledges at the end. Go in the door, follow it left and
drop down the shaft. In the middle is an invisible gap. Drop down and
collect the pack of missiles. (And the pack of super missiles.)
Expansion #5.
Required: Speed booster.
Where: In the first "deep" Maridia room, the room with the yards and
sand pits that lead to the hidden treasure room. Drop down to the bottom,
go left, then start a lightspeed dash to the right and store the charge
under the tiny shaft at the end. Shinespark straight up and collect
the pack of missiles on the right.
Expansion #6.
Required: Nothing.
Where: In the room just before the battle with Draygon. Instead of
dropping down the invisible spike pit, keep going right and shoot out
the pipe in the wall. Claim the pack of missiles.
Expansion #7.
Required: Springball or midair morphing.
Where: Back in the first deep maridia room, go all the way right and
shoot out the floor. Drop down and run left, into the first sandpit.
Go through it and into the first treasure room. Find the pack of missiles
in the tunnels using space jumps and midair morphs. It's tricky without
the springball. Don't forget about the power bombs on the other side.
Expansion #8.
Required: Springball.
Where: Instead of going into the first sandpit, pass it up and drop down
the second sand pit (On the left.). A missile tank is in here and you
pretty much NEED the springball to get it, unless your a master at
midair morphing. Don't forget about the reserve tank.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 4.
Expansion #1.
Required: Space jump.
Where: In the room with the Golden Torizo, stop once you enter the room.
Look across the floor to see the missile pack. You need to space jump
over to it WITHOUT touching the floor, or you will drop down into the
main room. (Crumbling blocks.) This is tricky because of the low ceiling.
Grab the missile pack and drop down below.
Expansion #2.
Required: Nothing.
Where: In the large shaft with the golden space pirates, a few rooms
after you get the screw attack. Climb ALL the way to the top, where the
last golden pirate guards a door. Kill it then shoot out the ceiling
and take the door on the left. Here, jump all the way left and hug the
left wall. Lay power bombs until only one girder is below you. That
entire section, save for one block on the left side, is all crumbling
blocks, so you MUST stay on the left. Roll through the secret tunnel
here (Between girders. Remember, it's on the left.) and collect the pack
of missiles.
Expansion #3.
Required: Nothing.
Where: In the shaft with the fire fleas (And an energy tank through an
invisible wall.), climb to the top of the shaft (Be careful of the
Funes.) and go through the left wall (It's fake.). Go through the door,
all the way to the left and climb up. There should be a path split. Go
right and collect the pack of missiles. I can't remember, but they might
be hidden.
Expansion #4.
Required: Nothing.
Where: Same room as expansion #3, take the left path and head through
the door. Make your way to the left side of the room and jump onto the
first incline. Lay a power bomb (Or regular bombs, but those take
longer.) and find the exposed passage. Drop down and follow it left.
In this room is the final missile pack.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Super Missiles.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total super missile expansions in the game: 10. (50 super missiles.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster. Power bombs. Ice beam.
Where: In the old tourian escape shaft, drop down to the bottom, hugging
the right wall. You should land on a happytime pill connected to the
wall. Lay a bomb and roll through to find an orange door...you know
what to do. Inside, run right and freeze the Boyons in their place, then
go back to the left and start a lightspeed dash to the right. Store the
charge when you get it, then Shinespark up the shaft and collect the
super missile pack on the right.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 3.
Expansion #1.
Required: Speed booster.
Where: Same room as missile expansion #1. Lightspeed dash past the
shutters, then shoot out the ceiling at the end. Follow it up and left,
sniping everything in your way, and collect the super missiles just
sitting at the end. Jump on the pedastel to drop back down.
Expansion #2.
Required: Power bombs. Super missiles.
Where: In the green elevator shaft, drop down to the bottom and lay
a power bomb to blow away the floor. Drop all the way down to the bottom
and go inside the left door. Kill all the hornoads here and go left,
until you encounter an energy tank. STOP when you see it. The three
blocks in the floor BEFORE the energy tank are fake, so you must jump
over these. Run to the right, then back to the left and jump across.
Grab the energy tank, then blast open the green door and go inside. Claim
the pack of super missiles.
Expansion #3.
Required: Nothing.
Where: After you beat Spore Spawn, go through the passage he was
guarding. Drop down the shaft and collect the super missiles on the
right. You need these to get out.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 0.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Defeat Phantoon.
Where: After beating Phantoon, go back to the main deck. One of the left
doors should be flashing. Head inside and collect the pack of supers.
Expansion #2.
Required: Nothing.
Where: Across from the door leading to expansion #1, there is a wall.
Bomb the wall and go into the door. Follow the passage left until you
come to wall with four tunnels. Find the right one (I believe it's the
3rd one down.) and follow it to the pack of super missiles.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 3.
Expansion #1.
Required: Nothing.
Where: In the grappling room (The one with the Powamps. Ballon enemies
you can grapple onto.), stay on the left side and drop off the ledge
near the top door. You should land on a slope below. Morph ball and roll
off of it, then hug the left wall. You should roll into a secret tunnel,
back into the first room. Follow the tunnel and collect the super missile
pack.
Expansion #2.
Required: Nothing.
Where: In the same room as missile expansion #4. See directions there
to get to it. Missiles are on one side, supers on the other.
Expansion #3.
Required: Speed booster.
Where: Use the same technique as if you were getting missile expansion
#5, then once at the top, proceed right. You should spot the pack of
super missiles at the end. Carefully jump over the suspicious floor
(Crumbling blocks.) and collect the super missile pack.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 1.
Required: Screw attack OR power bombs.
Where: After defeating the golden chozo, look at the point where he
dropped down from. Lay a power bomb up there or screw attack the blocks
to land on a tiny ledge inside. Shoot the wall to find the last pack of
super missiles.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Power bombs.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total power bomb expansions in the game: 10. (50 power bombs.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster. Power bombs.
Where: At your ship, run a bit to the right, then start a lightspeed
dash to the left and store the charge as soon as you get it. There should
be a hill to the left of your ship. Stand on it, face right, hold the
"Aim up" button and jump. You will do a diagonal shinespark to the right
and land on a small ledge below. Follow it right and open the orange
door, then follow this room (Be careful of acid and Alcoons, the stronger
type.) and collect the pack of power bombs.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 5.
Expansion #1.
Required: Wall-jumping.
Where: Take the path to super missile expansion #2, but instead drop down
the gap. Follow the tunnel to the right and carefully traverse this
spiked room, and go through the door at the end. Inside, the Etecoons
will demonstrate the wall jump. Follow their example and wall jump to the
top of the shaft. Notice a tunnel on the right wall? Spin jump against
the wall, morph in midair, and squeeze into the tunnel. Shoot the marble
and collect the power bomb pack.
Expansion #2.
Required: Power bombs. Super missiles. Grappling beam OR wall-jumping.
Where: In the pink room, use the grappling blocks to swing across the
valley (Or wall jump up there.), as if you were going to missile
expansion #9. Drop into the tiny ditch here and lay a power bomb to blow
away the left wall. Go through the wall behind it (It's fake.) and make
your way left, killing the hoppers and dodging the spikes. At the end,
you should notice an odd block in the floor. Blast it with a super
missile and drop down. Collect the pack of power bombs. To get out,
use the hidden tunnel behind the power bombs.
Expansion #3.
Required: Power bombs. Hi-jump boots.
Where: In the pipe room with missile expansion #10, jump up to the ledge
near the entrance to find an orange door. Power bomb it and head inside
to be back at blue brinstar. Blast the hoppers about, then head right.
Bomb the bottom of the pillars (Or lay a power bomb.) and roll through
to find Power bomb expansion #3.
Expansion #4.
Required: Ice beam. Super missiles.
Where: In the red Brinstar shaft, use the ice beam to climb all the way
to the top. Go through the door on the right until your in the
elevator shaft. Shoot out the floor and drop down below. Blast the green
door with a super missile and head inside. All the way on the left is
a pack of power bombs. Remember to power bomb the wall here to find a
pack of missiles.
Expansion #5.
Required: Super missiles. Power bombs.
Where: Back in the red elevator shaft, climb up until you spot the
elevator. Thee should be a green door on the left. Blast it and head
inside. Kill all the hoppers, then head right to spot an unusual
manflower. It doesn't have a yapping maw inside. Lay a power bomb and
drop into the flower to discover that it's fake. Collect the power bomb
pack on the left.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Grappling beam OR bomb-jumping.
Where: In the room directly after Crocomire. There should be a ripper
on the ceiling. Once you have the grappling beam, use it to swing across
the room. Blast open the door (I can't remember what color it is. Use
a super missile.), head inside and grab the power bomb pack. You could
also reach this door by bomb jumping AND speed-booster jumping.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 0.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Springball OR midair morphing.
Where: In the same treasure room as missile expansion #7, except on the
opposite side. Using the springball makes things a lot easier. Be careful
of the crumbling block sections. (Use the X-ray scope to make things
easier.)
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Good navigation skills.
Where: At the same area of missile expansion #3, you have to carefully
navigate the tunnels behind it. Keep following it to the right, using
bombs and the springball when you need it. At the end, drop through the
door on the floor and you will see the power bombs in the room. Collect
them. To get out, stand on the idol on the right and they will crumble.
Expansion #2.
Required: Power bombs.
Where: On your way to Ridley, you will go through a room with spiked
elevators and large Desseegas. Kill them, then power bomb the chozo
sculpture blocking your way. The power bomb will also reveal a tunnel
on the left wall. Follow it through to the final power bomb pack in the
game.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Energy tanks.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total energy tank expansions in the game: 14. (1400 energy.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Nothing.
Where: As you make your way to green Brinstar for the first time, you
will go through a purple room that slopes down. The energy tank is in
your way at the end. You can't miss it.
Expansion #2.
Required: Hi-jump boots OR wall-jumping. Power bombs OR bombs.
Where: In the secret room to the left of your ship. (Inside the cliff.)
Follow this room left, bombing each of the bendezium barriers. At the
end, go through the door and claim the energy tank.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 5.
Expansion #1.
Required: Power bombs.
Where: At the bottom of the green elevator shaft, lay a power bomb and
drop down to the very bottom. Go through the left door, kill the
Hornoads, and into the next room. Go along the path until you see an
energy tank, then stop. Use your X-ray scope to see that the floor
between you and the tank is fake. Run to the right, then back to the
left and carefully jump the gap. Grab the energy tank, and don't forget
about the super missile pack in the next room.
Expansion #2.
Required: Gravity suit. Power bombs. Speed booster.
Where: In the same area with the Charge beam, lay a power bomb to reveal
a hidden tunnel under the chozo statue. Follow it and go through the
door. In here, kill the enemies, then head back to the door. Start a
lightspeed dash to the right and you will break through the wall under
the bridge. At the end is an energy tank.
Expansion #3.
Required: Power bombs. Grappling beam OR wall-jumping. Wave beam.
Where: In the pink room, there should be an orange door on the right
wall. Bomb it and head inside. Here, kill all of the hoppers, then
use the grappling block to swing to the top OR wall jump up there. Either
way, open the shutter with your wave beam (You need this because the
switch is on the right side.) and jump through. Go through the door at
the bottom and claim your energy tank.
Expansion #4.
Required: Hi-jump boots.
Where: In the same area as missile expansion #2, (Blue Brinstar.) shoot
the ceiling on the LEFT side of the giant overhang. You will see the
energy tank. It's only exposed for a few precious seconds, so quickly
jump up and collect it. If you don't have the Hi-jump boots, you must do
some VERY TRICKY bomb jumping, where you must expose the tank with a bomb
AND bounce into it at the same time. Very hard.
Expansion #5.
Required: Defeat Kraid.
Where: After you defeat Kraid, make your way out of Kraids hideout, and
you should pass by a metal door. It's flashing now that Kraid is dead.
Go inside, blast the Hornoads, and shoot the ceiling on the left side for
an energy tank.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Nothing.
Where: In the room before the Hi-jump boots, in plain sight.
Expansion #2.
Required: Grappling beam.
Where: In Crocomires room, head to the right where he fell into the
acid. You should see some grappling blocks on the ceiling. Use them to
swing across the room and collect the energy tank at the end. If you
fall in the acid, quickly jump up and grapple a block to minimize damage
done to you.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Gravity suit. Grappling beam.
Where: After you get the Gravity suit, go through the blue door one
flight below the entrance of the main deck (It's on the right wall.).
In here, kill the bull and jump out of the water and onto the ledge.
Go through the door and climb to the top of the shaft, shooting the
ceiling to reveal a passage. Blast the red door and head inside. Now,
either swing across to the other side of the room, or use the platforms
to jump across, or wall-jump up the left wall. At the top, collect the
energy tank.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Grappling beam.
Where: In the room with the Tatori, use the Tatori to rise out of the
water. When it stops in Midair, jump straight up, move a little right,
and latch onto the grappling block above. The energy tank sites on top
of it. Swing above it and lower yourself. Don't forget about the missile
tank in here.
Expansion #2.
Required: Good midair morphing ability OR springball.
Where: In the room after you defeat Botwoon. You'll notice the energy
tank in the ceiling above. How do you get in there? Go back to before
the ceiling gets low, kill the Puyos, then spin-jump against the
ceiling, morph ball in midair, and squeeze into the tunnel. Roll right
to claim the energy tank. May take a few tries, but is easier to collect
with the springball.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Nothing.
Where: In the shaft with the fire fleas and the Funes. Kill the fune
directly across from you ad go through the fake wall he was guarding.
(What the hell? How was it connected to a fake wall?) Drop down the
gaps and jump across the spikes at the bottom (Be careful not to hurt
the fire fleas.) to find the energy tank.
Expansion #2.
Required: Nothing.
Where: In the room after you defeat Ridley, in a block under the door.
Shoot the block and collect the last energy tank in the game.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Reserve tanks.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total reserve tank expansions in the game: 4. (400 reserve energy.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 0.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster.
Where: In the same room as missile expansion #5, run past the shutters
with the speed booster and enter the door. Collect the reserve tank in
front of you. Don't forget about the missile packs behind it.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Grappling beam OR ice beam.
Where: In the same room as missile expansion #5. Jump from the last
platform to the ledge on the left and claim the reserve tank.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster. Power bombs.
Where: In the same room as missile expansion #3. Lay a power bomb right
next to the chozo statue with the missile pack. You will reveal a passage
with a conveyor belt. Start a lightspeed dash to the right and store
the charge when you get it. Keep running right and shinespark up the
narrow shaft. Go left, drop through the floor, and CAREFULLY jump across
to the reserve tank. The gap between your platform and the tank is all
crumbling blocks.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Springball.
Where: In the same treasure room as missile expansion #8. Like the
missile expansion, you pretty much NEED the springball to get to it.
They're close together, so don't worry about navigation. Collect the
last reserve tank in the game.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 0.
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{<>}10.0: Credits and closing.{<>}
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Well, this is the end. I'd like to thank the following people.
Kejardon: For giving me so much vital information about many aspects of
the game, such as boss HP counters, damage values, and information on
difficult abilities.
Brickroad: For showing me some really cool glitches. He gets full
credit for every glitch i've mentioned. (Other then the glitch through
zebetites trick. Credit goes to Kejardon for that.)
CJayC: For hosting this guide on the coolest site in the world. You ROCK!
Desincarnage: For helping me organize my guide better, and for telling
me about the usefulness of wall jumps after getting the space jump.
Corbin: For the nifty alternative strategy for beating Phantoon.
Robert R. Stein: For ANOTHER useful alternative strategy for beating Phantoon.
Jthmeffy: For that helpful tip to getting the super hidden missile
expansion in Maridia.
Fasgothedarkone (Karastpriest.): For being there when I got depressed
on this guide, and for a helpful tip.
Crazee boy: For letting me use a couple of lines from his awesome MP3
comic series.
Everyone on the Super Metroid board: For giving me the moral support and
determination to write this guide, and for helping me compose it better.
My mom: For buying me this game 11 years ago. It's fun to watch her play
sometimes.
Nintendo: For making such a kickass game.
And you, the reader: For reading my guide.
Well, the guide is finished. That means I have failed. Suicide is my
only option now. *GUNSHOT*
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Copyright 2006. Property of Foxhound3857.
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